Text data processing method, device, equipment and medium

By introducing text data processing methods into the virtual game creation platform, the game text information is automatically converted into building block component flow, which solves the problems of high production threshold and low efficiency in the existing technology, and achieves low-cost and efficient game content production.

CN115770387BActive Publication Date: 2025-08-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111045573.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-07
Publication Date
2025-08-19
Estimated Expiration
2041-09-07

AI Technical Summary

Technical Problem

The existing virtual game creation platform requires creators to manually configure game scripts and write underlying code, resulting in high production thresholds, increased costs and low content production efficiency.

Method used

Provide a text data processing method, display game text information through the text upload interface, and automatically convert it into building block component streams, realizing intelligent analysis and automatic mapping of game text information into building block components.

Benefits of technology

It reduces game production costs, improves content production efficiency of virtual games, and reduces the time spent on manual configuration and code writing.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiments of the present application provide a text data processing method, apparatus, device, and medium, which can be applied to various scenarios such as cloud technology, artificial intelligence, smart transportation, and video. The method includes: displaying a text upload interface for importing game text information, and displaying the game text information in the text upload interface; in response to a second trigger operation on the text upload interface, displaying M material matching texts associated with the game text information; in response to a text confirmation operation on the M material matching texts, displaying a building block component stream composed of N building block components in the game production interface; based on the building block component stream, displaying the game screen of a virtual game in the game production interface. By using this application, the game text information can be automatically converted into a building block component stream, thereby reducing the cost of game production while improving the content production efficiency of the virtual game.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a text data processing method, apparatus, device, and medium. Background Art

[0002] Existing virtual game creation platforms (i.e., interactive mini-game creation platforms) can allow creators to manually configure the elements (e.g., background) involved in the current game script in accordance with platform specifications after importing the game script (i.e., game text information). This means that the manual configuration of the game script requires creators to spend a long time to have a high level of understanding of the game script, which is bound to increase the threshold for game production and even increase the cost of game production.

[0003] In addition, during the entire virtual game production process, creators are required to manually write the underlying game code to display the final virtual game screen. Obviously, manually writing the underlying code will consume a long time for code debugging, which will reduce the content production efficiency of the entire virtual game to a certain extent. Summary of the Invention

[0004] The embodiments of the present application provide a text data processing method, apparatus, device, and medium, which can realize the automatic conversion of game text information into a building block component stream, thereby reducing the cost of game production while improving the content production efficiency of virtual games.

[0005] An embodiment of the present application provides a text data processing method, including:

[0006] Displaying a text upload interface for importing game text information, displaying the game text information in the text upload interface; the text upload interface is obtained in response to a first trigger operation on the game creation interface for the virtual game;

[0007] In response to a second trigger operation on the text upload interface, M material matching texts associated with the game text information are displayed. In response to a text confirmation operation on the M material matching texts, a building block component stream consisting of N building blocks is displayed in the game production interface; one building block component is used to map one or more material matching texts; M and N are both positive integers;

[0008] Based on the building block component flow, the game screen of the virtual game is displayed in the game production interface.

[0009] An embodiment of the present application provides a text data processing device, including:

[0010] A text display module, configured to display a text upload interface for importing game text information, and display the game text information in the text upload interface; the text upload interface is obtained in response to a first trigger operation on the game creation interface for the virtual game;

[0011] A building block flow display module is configured to, in response to a second trigger operation on the text upload interface, display M material matching texts associated with the game text information, and in response to a text confirmation operation on the M material matching texts, display a building block component flow consisting of N building block components in the game production interface; one building block component is used to map one or more material matching texts; M and N are both positive integers;

[0012] The game rendering module is used to display the game screen of the virtual game in the game production interface based on the building block component flow.

[0013] Among them, the text display module includes:

[0014] A first display unit is configured to display a game production interface for producing a virtual game; the game production interface includes a text import control for instructing to import game text information associated with the virtual game;

[0015] A second display unit is configured to display a text upload interface for importing game text information in response to a first trigger operation on the text import control; the text upload interface includes a text entry area;

[0016] The third display unit is configured to display game text information in the text input area in response to a text upload operation on the text upload interface.

[0017] The third display unit is specifically configured to respond to a text upload operation on the text input area in the text upload interface and use the text information corresponding to the text upload operation as game text information;

[0018] The third display unit is further specifically used to display game text information in the text entry area.

[0019] Among them, the text upload interface includes a file upload control for uploading game text files;

[0020] A third display unit is specifically configured to display a file selection interface for selecting a game text file in response to a text upload operation on the file upload control;

[0021] The third display unit is further specifically configured to respond to a file selection operation on the file selection interface, use the text file corresponding to the file selection operation as a game text file, and use text information in the game text file as game text information;

[0022] The third display unit is further specifically configured to display game text information in the text entry area in response to a file confirmation operation on the file selection interface.

[0023] Among them, the building block flow display module includes:

[0024] a list display unit, configured to display a text material list corresponding to the game text information in the text upload interface in response to a second trigger operation on the text upload interface; the text material list being composed of M material matching texts associated with the game text information;

[0025] The building block flow display unit is used to respond to the text confirmation operation for M material matching texts, perform building block mapping conversion on the M material matching texts, obtain N building block components associated with the M material matching texts, and display the building block component flow composed of the N building block components in the game production interface.

[0026] The list display unit includes:

[0027] a text segmentation subunit, configured to, in response to a second trigger operation on the text upload interface, segment the game text information based on a text segmentation strategy associated with the game text information to obtain game text lines of the game text information;

[0028] A text parsing subunit, configured to perform text parsing on a game text line based on a text material library of the virtual game, and obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts;

[0029] The list display subunit is used to obtain a text material list corresponding to the game text information based on the M material matching texts and the text type identifiers corresponding to the M material matching texts, and display the text material list in the text upload interface.

[0030] The text segmentation subunit is specifically configured to obtain a text segmentation strategy associated with the game text information in response to a second trigger operation on the text upload interface; the text segmentation strategy includes a first segmentation identifier for performing text segmentation processing and a second segmentation identifier for performing text line separation processing;

[0031] The text segmentation subunit is further specifically configured to search for a text identifier identical to the first segmentation identifier in the game text information, and perform text segmentation processing on the game text information based on the found first text identifier to obtain game text segments of the game text information;

[0032] The text segmentation subunit is further specifically used to search for a text identifier identical to the second segmentation identifier in the game text segment, and perform text line separation on the game text segment based on the found second text identifier to obtain game text lines of game text information.

[0033] The text parsing subunit is specifically used to obtain the text material library of the virtual game; the text material library includes a format material library and a type material library; a format text in the format material library corresponds to a format type;

[0034] The text parsing subunit is further specifically configured to divide the game text lines based on the format text in the format material library to obtain the to-be-processed text corresponding to the game text lines; the to-be-processed text includes the first to-be-processed text;

[0035] The text parsing subunit is further specifically configured to use the format type corresponding to the formatted text as a text type identifier corresponding to the first text to be processed, and to perform type classification on the text type identifier corresponding to the first text to be processed based on the type material library, thereby obtaining a first text to be processed having a first type identifier and a first text to be processed having a second type identifier;

[0036] The text parsing subunit is further specifically configured to perform material matching on the first to-be-processed text having the first type identifier and the sample text in the type material library to obtain a first material matching text corresponding to the first to-be-processed text;

[0037] The text parsing sub-unit is also specifically used to use the first to-be-processed text with the second type identifier as the second material matching text corresponding to the first to-be-processed text, and based on the first material matching text, the second material matching text, the text type identifier corresponding to the first material matching text and the text type identifier corresponding to the second material matching text, obtain M material matching texts associated with the game text information and the text type identifiers corresponding to the M material matching texts.

[0038] The type material library includes a first type material library and a second type material library; the first type material library is provided by the game object; the second type material library is provided by the application client corresponding to the virtual game;

[0039] The text parsing subunit is specifically configured to perform material matching on a first to-be-processed text having a first type identifier and a first sample text in a first type material library to obtain a first material matching result;

[0040] The text parsing subunit is further specifically configured to perform material matching on the first to-be-processed text having the first type identifier and a second sample text in the second type material library to obtain a second material matching result if the first material matching result indicates a matching failure;

[0041] The text parsing subunit is further specifically configured to obtain a first material matching text corresponding to the first to-be-processed text based on the second material matching result.

[0042] The text parsing subunit is specifically configured to use the second sample text in the second type material library that matches the first to-be-processed text with the first type identifier as the first material matching text corresponding to the first to-be-processed text if the second material matching result indicates a successful match;

[0043] The text parsing subunit is further specifically configured to obtain auxiliary text associated with the first text to be processed having the first type identifier if the second material matching result indicates a matching failure, and use the auxiliary text as the first material matching text corresponding to the first text to be processed.

[0044] The text to be processed includes a second text to be processed;

[0045] The text parsing subunit is specifically configured to perform material matching on the second to-be-processed text and the sample text in the type material library to obtain a third material matching text corresponding to the second to-be-processed text, and use the sample type identifier corresponding to the target sample text matched in the type material library as the text type identifier corresponding to the third material matching text;

[0046] The text parsing sub-unit is further specifically used to obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts based on the first material matching text, the second material matching text, the third material matching text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, and the text type identifier corresponding to the third material matching text.

[0047] The text parsing subunit is specifically configured to obtain a to-be-processed text having a target text type identifier from the first to-be-processed text and the second to-be-processed text, and to count the number of identifier types corresponding to the target text type identifier from the obtained to-be-processed text;

[0048] The text parsing subunit is further specifically used to record the statistical timestamp of each target text type identifier, determine the appearance order of each target text type identifier based on the recorded statistical timestamp, and determine the position material text corresponding to each target text type identifier based on the number of identifier types and the appearance order;

[0049] The text parsing sub-unit is further specifically used to obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts based on the first material matching text, the second material matching text, the third material matching text, the position material text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, the text type identifier corresponding to the third material matching text, and the text type identifier corresponding to the position material text.

[0050] Among them, the building block flow display unit includes:

[0051] a building block conversion subunit, configured to, in response to a text confirmation operation on the M material matching texts, perform building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts;

[0052] Animation display sub-unit, used to obtain list display parameters of M material matching texts in the text material list, and display an animation of a building block component flow composed of N building block components in the text upload interface based on the list display parameters;

[0053] The animation confirmation subunit is used to switch the text upload interface to the game production interface in response to the animation confirmation operation on the animation of the building block component flow, and display the building block component flow in the game production interface.

[0054] The building block conversion subunit is specifically configured to, in response to a text confirmation operation on the M material matching texts, obtain a building block component tool for performing building block mapping conversion, and convert the M material matching texts into a building block mapping file through the building block component tool;

[0055] The building block conversion sub-unit is further specifically used to perform building block mapping conversion on the building block mapping file through a building block component tool to obtain N building block components associated with the M material matching texts.

[0056] Among them, the building block flow display module also includes:

[0057] a text updating unit, configured to respond to a text updating operation on the M material matching texts and use the material matching text corresponding to the text updating operation as a target material matching text;

[0058] The list updating unit is used to update the list column where the target material matching text is located in the text material list, obtain an updated text material list based on the updated list column, and display the updated text material list in the text upload interface.

[0059] The game production interface further includes L building block component clusters for indicating the update of building block component streams; one building block component cluster corresponds to one building block type; L is a positive integer;

[0060] The device also includes:

[0061] The first selection module is configured to select a building block component cluster L in response to a selection of the building block component clusters L. i The component cluster selection operation is displayed on a sub-interface independent of the game production interface to form the building block component cluster L i K building blocks; K is a positive integer; i is a positive integer less than or equal to L;

[0062] The first update module is used to respond to the building block selection operation for K building block components, use the building block component corresponding to the building block selection operation as the first building block component, add the first building block component to the building block component flow, and use the building block component flow with the first building block component added as the first updated building block component flow.

[0063] The device further comprises:

[0064] A second selection module is configured to, in response to a building block update operation on a building block component stream, select the building block component corresponding to the building block update operation as a second building block component;

[0065] The second updating module is configured to update the second building block component in the building block component stream and use the updated building block component stream as the second updated building block component stream.

[0066] In one aspect, an embodiment of the present application provides a computer device, including: a processor and a memory;

[0067] The processor is connected to a memory, wherein the memory is used to store a computer program. When the computer program is executed by the processor, the computer device executes the method provided in the embodiment of the present application.

[0068] On the one hand, an embodiment of the present application provides a computer-readable storage medium, which stores a computer program. The computer program is suitable for being loaded and executed by a processor so that a computer device having the processor executes the method provided by the embodiment of the present application.

[0069] In one aspect, embodiments of the present application provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method provided in the embodiments of the present application.

[0070] In an embodiment of the present application, a computer device can display a text upload interface for importing game text information in response to a first trigger operation of a game production interface for a virtual game, and display the game text information in the text upload interface. Further, a computer device can display M material matching texts associated with the game text information in response to a second trigger operation of the text upload interface, and then can display a building block component stream composed of N building block components in response to a text confirmation operation for the M material matching texts in the game production interface. Wherein, a building block component is used to map one or more material matching texts, where M and N can both be positive integers. Further, a computer device can display the game screen of a virtual game in the game production interface based on the building block component stream. Thus, an embodiment of the present application can display the game script (i.e., game text information) entered in the text upload interface, and then perform intelligent analysis on the game text information to obtain M material matching texts associated with the game text information displayed in the text upload interface, so that the M material matching texts can be automatically converted into N building block components, and these N building block components can be automatically constructed to obtain a building block component stream. Therefore, the embodiment of the present application can realize the automatic conversion of game text information into building block component streams, thereby reducing the cost of game production while improving the content production efficiency of virtual games. BRIEF DESCRIPTION OF THE DRAWINGS

[0071] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the embodiments or the description of the prior art. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0072] Figure 1 This is a schematic diagram of a network architecture provided by an embodiment of the present application;

[0073] Figure 2a This is a schematic diagram of a human-computer interaction scenario provided by an embodiment of the present application;

[0074] Figure 2b This is a schematic diagram of a human-computer interaction scenario provided by an embodiment of the present application;

[0075] Figure 3 This is a flowchart of a text data processing method provided by an embodiment of the present application;

[0076] Figure 4 This is a schematic diagram of a scenario for importing a script provided in an embodiment of the present application;

[0077] Figure 5aThis is a schematic diagram of a scenario for directly inputting game text information provided by an embodiment of the present application;

[0078] Figure 5b This is a schematic diagram of a scenario for indirectly inputting game text information provided by an embodiment of the present application;

[0079] Figure 5c This is a schematic diagram of a scenario for uploading a game text file provided in an embodiment of the present application;

[0080] Figure 6 This is a schematic diagram of a scenario for generating a building block component flow provided by an embodiment of the present application;

[0081] Figure 7 This is a schematic diagram of a scene showing a building block component flow provided by an embodiment of the present application;

[0082] Figure 8a This is a schematic diagram of a scenario for updating a building block component flow provided by an embodiment of the present application;

[0083] Figure 8b This is a schematic diagram of a scenario for updating a building block component flow provided by an embodiment of the present application;

[0084] Figure 9 This is a flowchart of a text data processing method provided by an embodiment of the present application;

[0085] Figure 10a This is a schematic diagram of a scenario for intelligently recommending a single-person standing position provided by an embodiment of the present application;

[0086] Figure 10b This is a schematic diagram of a scenario for intelligently recommending positions for two-person portraits provided by an embodiment of the present application;

[0087] Figure 10c This is a schematic diagram of a scenario for intelligently recommending locations for multiple people's standing pictures, provided by an embodiment of the present application;

[0088] Figure 11 This is a flow chart of a script automatic conversion into building block components provided by an embodiment of the present application;

[0089] Figure 12 This is a schematic diagram of a process for generating a building block component flow provided by an embodiment of the present application;

[0090] Figure 13 This is a structural diagram of a text data processing device provided in an embodiment of the present application;

[0091] Figure 14 This is a structural diagram of a text data processing device provided in an embodiment of the present application;

[0092] Figure 15It is a structural diagram of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0093] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.

[0094] It should be understood that the text data processing method provided in the embodiment of the present application may involve the field of artificial intelligence. The computer device with text data processing function in the embodiment of the present application can use artificial intelligence to perform text analysis of game text information and obtain M material matching texts associated with the game text information. The so-called artificial intelligence (AI) is a theory, method, technology and application system that uses digital computers or machines controlled by digital computers to simulate, extend and expand human intelligence, perceive the environment, acquire knowledge and use knowledge to obtain the best results. In other words, artificial intelligence is a comprehensive technology in computer science that attempts to understand the essence of intelligence and produce a new intelligent machine that can react in a similar way to human intelligence. Artificial intelligence is also the study of the design principles and implementation methods of various intelligent machines, so that the machines have the functions of perception, reasoning and decision-making.

[0095] Artificial intelligence (AI) technology is a comprehensive discipline encompassing a wide range of fields, encompassing both hardware and software technologies. Foundational AI technologies generally include sensors, specialized AI chips, cloud computing, distributed storage, big data processing, operating / interaction systems, and mechatronics. AI software technologies primarily encompass computer vision, speech processing, natural language processing, as well as machine learning / deep learning, autonomous driving, and smart transportation.

[0096] It should be understood that the text data processing method provided in the embodiments of this application may also involve the field of cloud technology. The computer device with text data processing capabilities in the embodiments of this application can use cloud technology to achieve data transmission of game text information or text material libraries. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network within a wide area network or local area network to achieve data calculation, storage, processing, and sharing.

[0097] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool for on-demand, flexible and convenient use. Cloud computing technology will become a key support. Backend services of technical network systems, such as video websites, image websites, and more portals, require extensive computing and storage resources. With the rapid development and application of the internet industry, every item will likely have its own unique identification, which will need to be transmitted to backend systems for logical processing. Different levels of data will be processed separately. All kinds of industry data require strong system support to achieve cloud computing.

[0098] For details, see Figure 1 , Figure 1 This is a schematic diagram of a network architecture provided by an embodiment of the present application. Figure 1 As shown, the network architecture may include a service server 2000 and a user terminal cluster. The user terminal cluster may specifically include one or more user terminals, and the number of user terminals in the user terminal cluster is not limited here. Figure 1 As shown, the multiple user terminals may specifically include user terminal 3000a, user terminal 3000b, user terminal 3000c, ..., user terminal 3000n; user terminal 3000a, user terminal 3000b, user terminal 3000c, ..., user terminal 3000n may respectively be directly or indirectly connected to the business server 2000 via wired or wireless communication, so that each user terminal may exchange data with the business server 2000 via the network connection.

[0099] Each user terminal in the user terminal cluster may include: smart phones, tablet computers, laptop computers, desktop computers, smart homes, wearable devices, smart TVs, car terminals and other smart terminals with text data processing capabilities. Figure 1 Each user terminal in the user terminal cluster shown can be integrated with an application client. When the application client runs in each user terminal, it can be respectively connected to the above-mentioned Figure 1 Data is exchanged between the business servers 2000 shown. Specifically, the application client may include an in-vehicle client, a smart home client, an entertainment client (e.g., a game client), a multimedia client (e.g., a video client), a social client, and an information client (e.g., a news client), etc., which have text data processing capabilities. The in-vehicle terminal here may be an intelligent terminal in a smart transportation scenario, and the application client on the in-vehicle terminal may be the above-mentioned in-vehicle client.

[0100] Among them, the business server 2000 can be the server corresponding to the application client. The business server 2000 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, as well as big data and artificial intelligence platforms.

[0101] For ease of understanding, the embodiments of the present application can be Figure 1 Select one user terminal from the multiple user terminals shown as the target user terminal. For example, the embodiment of the present application can Figure 1 The user terminal 3000a shown is used as a target user terminal, and the target user terminal may be integrated with an application client having a text data processing function. At this time, the target user terminal can implement data interaction with the service server 2000 through the application client.

[0102] For ease of understanding, in the embodiments of the present application, users who create games through the application client may be collectively referred to as game objects (for example, game object P1). In the embodiments of the present application, games created by game objects in the application client may be collectively referred to as virtual games. The virtual games here may be narrative games (Adventure Games, AVG games for short). The narrative game refers to a game in which the player controls a character to go on a "virtual adventure" as the main line. It is an interactive game that is carried out in the form of completing a task or solving a puzzle. The game script is generally written by professional authors and studios. AVG games include a variety of themes and cover a wide range of areas, including romance, detective, drama, etc. Among them, narrative games can also be called adventure games. Optionally, the virtual games here can also be other types of interactive games, such as chess and card games, shooting games, strategy games, etc.

[0103] For ease of understanding, in this embodiment of the application, the application client may be referred to as an interactive mini-game creation platform, and the game object corresponding to the interactive mini-game creation platform may also be referred to as a game creator. Game creators can create their own virtual games on the interactive mini-game creation platform. Mini-game creation is a WYSIWYG experience, requiring no code. A rich set of official building blocks can meet the creative needs of game creators.

[0104] It is understood that after a game creator creates a virtual game through an interactive mini-game creation platform, he or she can publish the virtual game to the virtual game library corresponding to the interactive mini-game creation platform, so that a player object (e.g., player object P2) can obtain the virtual game from the virtual game library and then experience the virtual game. The game player can also be referred to as a game experiencer.

[0105] Optionally, the game objects in the embodiments of the present application can serve as both the aforementioned game creators and game experiencers who experience virtual games, and this is not limited here. Similarly, the player objects in the embodiments of the present application can serve as both the aforementioned game experiencers and game creators who create virtual games, and this is not limited here.

[0106] It should be understood that the text data processing method provided in the embodiment of the present application can be executed by a computer device with a text data processing function, which can obtain the text material library of the virtual game, and automatically convert the game text information associated with the virtual game into building block components based on the text material library, and then combine the building block components to form a building block component stream. Among them, the text material library may include a format material library and a type material library, and the type material library may include a first type material library provided by the game object and a second type material library provided by the application client. In this way, the game creator can modify the game text information by dragging and editing the building block components, thereby realizing the creation of the virtual game.

[0107] In particular, when the computer device is a target user terminal, the target user terminal can obtain the format material library and the second type material library sent by the service server 2000, and perform text analysis on the game text information based on the first type material library on the target user terminal and the format material library and the second type material library sent by the service server 2000, to obtain M material matching texts associated with the game text information. Optionally, when the computer device is a service server 2000, the service server 2000 can obtain the first type material library and the game text information sent by the target user terminal, and perform text analysis on the game text information based on the first type material library sent by the target user terminal and the format material library and the second type material library on the service server 2000, to obtain M material matching texts associated with the game text information. Optionally, when the text data processing method is jointly executed by the target user terminal and the service server 2000, the target user terminal and the service server 2000 can jointly perform text analysis on the game text information based on the text material library, to obtain M material matching texts associated with the game text information.

[0108] Game creators can upload game text information through the application client on the target user terminal. The process of uploading game text information can also be called script importing, and the game text information can also be called a game script. Script importing is a standard function of interactive mini-game creation platforms (such as the AVG game creation platform). Game creators can upload existing AVG game scripts to the AVG game creation platform in text format according to the AVG game creation platform's platform specifications. Game scripts generally include character names, music, backgrounds, dialogue, etc. from the AVG game.

[0109] Building blocks carry multiple code commands, allowing the logic of the code corresponding to the virtual game to be reflected through building blocks. Therefore, combining multiple building blocks can achieve a visual code flow. Building blocks are common functional components required in the production of AVG games, and can enable interactive features such as branching plot selection, character configuration, and screen interaction.

[0110] For further understanding, please refer to Figure 2a and Figure 2b , Figure 2a and Figure 2b This is a schematic diagram of a human-computer interaction scenario provided by an embodiment of the present application. Figure 2a The game making interface 20a shown and Figure 2b The game production interface 20e shown can be a game production interface for a virtual game, and the game production interface 20a and the game production interface 20e can be game production interfaces of the application client in the target user terminal at different times. For example, the game production interface 20a can be the game production interface of the application client at time T1, and the game production interface 20e can be the game production interface of the application client at time T2. Among them, the game object corresponding to the target user terminal can be Figure 2a Object 21a is shown.

[0111] It is understandable that if the object 21a needs to import game text information into the application client, it can perform a first trigger operation on the text import control 21b in the game production interface 20a. In this way, the application client can respond to the first trigger operation performed by the object 21a on the text import control 21b, and display a text upload interface independent of the game production interface 20a, and the text upload interface can be used to import game text information. Among them, the text upload interface may include a text entry area for importing game text information, and the object 21a can enter game text information associated with the virtual game (for example, game text information 21d) in the text entry area to obtain the following. Figure 2a The text upload interface 20b shown, the text entry area in the text upload interface 20b may be the text entry area 20c.

[0112] Among them, such as Figure 2a The text upload interface 20b shown may also include a text prompt information 21c for indicating the entry of game text information 21d. The text prompt information 21c may be used to indicate the text format (i.e., the script format) of the game text information 21d entered by the object 21a. The specific form of expression of the script format is not limited here. For example, the script format may be a first-class script format, which may be expressed as: "[Type]" (e.g., "[Narration]"); "(Character Name)" (e.g., "(Xiaohong)"); " / Background / "; "{Sound Effect}"; "\Dialogue\", etc. At this point, the game text information (i.e., game text information 21d) may be expressed as: "[Narration] / B1 / {X1}\ Let's see which guest will appear next." For another example, the script format may be the second type of script format, which may be represented as: "[Background] Background file title"; "[Character name] [Appearance] Character dialogue" (for example, "[Xiaohong] Hello!"); "{Narration} Narration content" (for example, "{Narration} You open your eyes and see a blue sky"); "[Sound effect] Sound effect file title", etc. At this time, the game text information may be represented as "{Narration} Let's see which guest will appear next. [Background] B1 [Sound effect] X1". Among them, "B1" may represent the background, "X1" may represent the sound effect, and "Let's see which guest will appear next." may represent the dialogue corresponding to the narration (i.e., the narration content).

[0113] like Figure 2a As shown, the text upload interface 20b may include a list display control 21e, and the object 21a may perform a second trigger operation on the text upload interface 20b (for example, the object 21a may perform a second trigger operation on the list display control 21e in the text upload interface 20b). In this way, the application client may switch the text upload interface from the text upload interface 20b to the text upload interface 20d in response to the second trigger operation, and display M material matching texts associated with the game text information 21d in the text upload interface 20d, where M may be a positive integer and the M material matching texts are obtained after text analysis of the game text information 21d.

[0114] Among them, M material matching texts can constitute a text material list, and the text material list can include Z list items, where Z can be a positive integer. Figure 2aAs shown, M material matching texts can constitute a text material list 21f in the text upload interface 20d. A list row in the text material list 21f can represent a canvas. Each list row in the text material list 21f can include but is not limited to 9 list items. The 9 list items here can specifically include: plot, type, character name (i.e., character), appearance, background, sound effect, location, dialog box (i.e., bubble), and dialogue. The embodiment of the present application takes 9 list items as an example for explanation.

[0115] Among them, it can be understood that multiple canvases can constitute a plot, and multiple plots can constitute a complete virtual game; the type can indicate whether the current canvas is narration or dialogue; the role can indicate the character displayed in the current canvas. When the type is narration, the role can be empty; the shape can indicate the corresponding form of the character (for example, talking while jumping, talking while standing, or talking while lying down). When the type is narration, the shape can be empty. Among them, one character can correspond to multiple shapes, and one shape will not correspond to multiple characters; the background can indicate the background image or background color in the current canvas; the sound effect can indicate the sound corresponding to the canvas. When the sound effect time is long, the sound effect can also be understood as music (i.e., background music); the position can indicate the position of the character's portrait in the canvas. When the type is narration, the position can be empty; the dialogue can indicate the speech content of different characters. When the type is narration, the dialogue can be the content of the narration; the dialog box can indicate the dialog box style corresponding to the dialogue. When the type is narration, the dialog box can be empty.

[0116] like Figure 2b The text upload interface 20d in the game production interface 20a shown can be Figure 2a In the text upload interface 20d shown, after object 21a confirms that text material list 21f is correct, object 21a can perform a text confirmation operation on the M material matching texts (i.e., text material list 21f). In this way, the application client can respond to the text confirmation operation by performing a building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts, and then switch the game production interface from game production interface 20a to game production interface 20e. In game production interface 20e, a building block component flow composed of N building block components (e.g., building block component flow 21g) is displayed, where N can be a positive integer.

[0117] like Figure 2bAs shown, the application client can display the game screen of the virtual game (for example, game screen 21h) in the game production interface 20e based on the building block component flow 21g. The game screen 21h here can be the game screen corresponding to the plot "1-2" in the text material list 21f, and the canvas name corresponding to the game screen 21h can be "Scene 1", and the "Scene 1" can be the second canvas in the virtual game.

[0118] It is understood that the application client can use N building blocks to represent M material matching texts, thereby configuring the building blocks for different list items in the text material list 21f. A building block can be used to map one or more material matching texts. Furthermore, the application client can combine the N building blocks based on the associations between the different canvases indicated by the text material list 21f to obtain a building block stream composed of the N building blocks.

[0119] It can be seen from this that, when the embodiment of the present application displays the imported game text information in the text upload interface, it can receive the trigger operation performed by the user on the text upload interface to trigger the intelligent analysis of the game text information, and then the M material matching texts corresponding to the game text information can be displayed on the text upload interface, where the M material matching texts can constitute a text material list. It is understandable that the embodiment of the present application can automatically convert the M material matching texts constituting the text material list into a building block component stream composed of N building block components. Therefore, the embodiment of the present application can quickly map and convert each material matching text to the corresponding building block component when the intelligent analysis obtains M material matching texts, and then automatically construct a building block component stream composed of N building block components, thereby reducing the cost of game production while improving the content production efficiency of the virtual game.

[0120] The specific implementation method of the target user terminal automatically converting the game text information into the building block component flow can be found in the following Figure 3-Figure 12 Description of the corresponding embodiment.

[0121] Further, see Figure 3 , Figure 3 This is a flowchart of a text data processing method provided by an embodiment of the present application. The method can be executed by a computer device, which can be a server or a user terminal. The server can be the above-mentioned Figure 1 The corresponding business server 2000 in the implementation, the user terminal can be the above Figure 1 The corresponding user terminal 3000a in the implementation. The text data processing method may include the following steps S101-S103:

[0122] Step S101, displaying a text upload interface for importing game text information, and displaying the game text information in the text upload interface;

[0123] Specifically, the computer device may display a game creation interface for creating a virtual game. The game creation interface includes a text import control for instructing the import of game text information associated with the virtual game. Furthermore, in response to a first trigger operation on the text import control, the computer device may display a text upload interface for importing game text information. The text upload interface includes a text entry area. Furthermore, in response to a text upload operation on the text upload interface, the computer device may display the game text information in the text entry area.

[0124] Among them, the first trigger operation and text upload operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, and this application does not limit this.

[0125] For easier understanding, see Figure 4 , Figure 4 This is a schematic diagram of a scenario for importing a script provided by an embodiment of the present application. Figure 4 The game making interface 40a shown for making a virtual game can be the above Figure 2a In the corresponding embodiment, the game making interface 20a may include a text import control 40b for instructing to import game text information associated with the virtual game. The game object corresponding to the computer device may be an object 40c.

[0126] It can be understood that when object 40c needs to create a virtual game in a computer device, a client startup operation can be performed in the computer device for the application client corresponding to the virtual game. In this way, the computer device can respond to the client startup operation, open the application client corresponding to the virtual game, and display the game production interface 40a in the application client.

[0127] like Figure 4 As shown, object 40c can perform a first trigger operation on the game production interface 40a, and the computer device can respond to the first trigger operation performed by object 40c on the game production interface 40a (for example, the computer device can respond to the first trigger operation performed by object 40c on the text import control 40b in the game production interface 40a) to display a text upload interface 40d for importing game text information. The text upload interface 40d can be a sub-interface independent of the game production interface 40a.

[0128] like Figure 4As shown, the text upload interface 40d may include a text entry area 40e for importing game text information. It is understood that the object 40c may perform a text upload operation on the text upload interface 40d, and the computer device may display the game text information in the text entry area 40e in response to the text upload operation performed by the object 40c on the text upload interface 40d.

[0129] It should be understood that the specific process of a computer device displaying game text information directly entered by a game object can be described as follows: the computer device can respond to a text upload operation on the text entry area in the text upload interface and use the text information corresponding to the text upload operation as the game text information. Furthermore, the computer device can display the game text information in the text entry area.

[0130] For easier understanding, see Figure 5a , Figure 5a This is a schematic diagram of a scenario for directly inputting game text information provided by an embodiment of the present application. Figure 5a The text upload interface 51a shown can be the above Figure 4 In the corresponding embodiment, the text upload interface 40d may include a text entry area 50a in the text upload interface 51a. The game object corresponding to the computer device may be an object 50b, which may be the above-mentioned Figure 4 This corresponds to the object 40c in the embodiment.

[0131] like Figure 5a As shown, object 50b can perform a text upload operation on the text entry area 50a in the text upload interface 51a. In response to the text upload operation performed by object 50b on the text entry area 50a, the computer device can use the text information corresponding to the text upload operation as game text information, where the game text information can be game text information 50c. The text upload operation can mean that object 50b directly enters the game text information 50c in the text entry area 50a.

[0132] like Figure 5a As shown, the computer device can switch the text upload interface from the text upload interface 51a to the text upload interface 51b, and display the game text information 50c in the text input area 50a of the text upload interface 51b. The text upload interface 51a and the text upload interface 51b can be the text upload interfaces of the computer device at different times, and the text upload interface 51a can be the text upload interface of the computer device at T 11 The text upload interface 51b can be a computer device at T 22In other words, the text upload interface 51a may be a text upload interface containing game text information, and the text upload interface 51b may be a text upload interface not containing game text information.

[0133] Optionally, it should be understood that the game object corresponding to the computer device can also indirectly enter game text information in the text entry area. In this case, the text upload interface can include a file upload control for uploading game text files. The specific process of the computer device displaying the game text information indirectly entered by the game object can be described as follows: the computer device can respond to the text upload operation on the file upload control and display a file selection interface for selecting a game text file. Further, the computer device can respond to the file selection operation on the file selection interface and use the text file corresponding to the file selection operation as the game text file, and use the text information in the game text file as the game text information. Further, the computer device can respond to the file confirmation operation on the file selection interface and display the game text information in the text entry area.

[0134] Among them, the file selection operation and file confirmation operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, and this application does not limit this.

[0135] Among them, the embodiment of the present application does not limit the file type of the text file (for example, the game text file). For example, the game text file here can be a txt file.

[0136] For easier understanding, see Figure 5b and Figure 5c , Figure 5b This is a schematic diagram of a scenario for indirectly inputting game text information provided by an embodiment of the present application. Figure 5c This is a schematic diagram of a scenario for uploading a game text file provided by an embodiment of the present application. Figure 5b The text upload interface 51a shown may include a file upload control 50d for uploading game text files. The object 50b may perform a text upload operation on the file upload control 50d. The computer device may display a file selection interface 51c independent of the text upload interface 51a in response to the text upload operation performed by the object 50b on the file upload control 50d. The file selection interface 51c can be used to select game text files for the virtual game.

[0137] like Figure 5bAs shown, the file selection interface 51c may include a file selection area 51d. The file selection area 51d may include one or more folders. The file selection area 51d may also include one or more text files. For ease of understanding, the following example illustrates two folders and one text file. Specifically, the two folders may include a folder J1 and a folder J2, and the one text file may include a target file.

[0138] It is understandable that object 50b can perform a file selection operation on file selection interface 51c (for example, object 50b can perform a file selection operation on file selection area 51d in file selection interface 51c), and the computer device can respond to the file selection operation performed by object 50b on file selection interface 51c and use the text file corresponding to the file selection operation as the game text file. In particular, when the text file of interest to object 50b is the target text, the computer device can use the target text as game text file 50e, and then use the text information in game text file 50e as game text information (for example, game text information 50c). In other words, object 50b can perform a file selection operation on game text file 50e in file selection area 51d, and the computer device can respond to the file selection operation performed by object 50b on game text file 50e and then use the text information in game text file 50e as game text information (for example, game text information 50c).

[0139] Optionally, object 50b may also perform a folder selection operation on a folder (e.g., folder J1) in file selection area 51d. In response to this folder selection operation, the computer device may display multiple text files (e.g., text file A1 and text file A2, not shown) under folder J1 in file selection area 51d. Furthermore, object 50b may perform a file selection operation on a text file (e.g., text file A1). In response to this file selection operation performed by object 50b on text file A1, the computer device may use the text information in text file A1 as game text information 50c.

[0140] It is understood that when the computer device responds to the text selection operation, the file selection interface can be changed from Figure 5b The file selection interface 51c shown switches to Figure 5c In the file selection interface 51e shown, the game text file 50e is selected in the file selection interface 51e, that is, the state of the game text file 50e is set to be selected.

[0141] like Figure 5cAs shown, the file selection interface 51e may include a file confirmation control 50f, and the object 50b may perform a file confirmation operation on the file selection interface 51e (for example, the object 50b may perform a file confirmation operation on the file confirmation control 50f). In response to the file confirmation operation performed by the object 50b on the file confirmation control 50f, the computer device may switch the text upload interface from the text upload interface 51a to the text upload interface 51b, and display the game text information 50c in the text input area 50a of the text upload interface 51b. The text upload interface 51a may be the above-mentioned Figure 5a The text upload interface 51a and the text upload interface 51b in the corresponding embodiment can be the above Figure 5a The text upload interface 51b in the corresponding embodiment.

[0142] Step S102: In response to a second trigger operation on the text upload interface, M material matching texts associated with the game text information are displayed; in response to a text confirmation operation on the M material matching texts, a building block component flow consisting of N building block components is displayed in the game production interface;

[0143] Specifically, the computer device can respond to the second trigger operation for the text upload interface and display the text material list corresponding to the game text information in the text upload interface. Among them, the text material list is composed of M material matching texts associated with the game text information, and M here can be a positive integer. Further, the computer device can respond to the text confirmation operation for the M material matching texts, perform building block mapping conversion on the M material matching texts, obtain N building block components associated with the M material matching texts, and display the building block component stream composed of N building block components in the game production interface. Among them, N here can be a positive integer. Among them, a building block component is used to map one or more material matching texts, and the M material matching texts here are obtained after text analysis of the game text information based on the text material library of the virtual game.

[0144] Among them, the second trigger operation and text confirmation operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, and this application does not limit this.

[0145] The computer device performs text analysis on the game text information based on the text material library of the virtual game to obtain the specific process of the text material list, which can be seen in the following Figure 9 The description of steps S202 to S204 in the corresponding embodiment.

[0146] It is understood that, based on the text type identifiers corresponding to the M material matching texts, the computer device can represent the M material matching texts as a text material list, that is, the M material matching texts are represented in the form of a text material list. The text type identifiers corresponding to the M material matching texts may include, but are not limited to, plot, genre, character, model, background, sound effects, location, and dialog. That is, the computer device can use plot, genre, character, model, background, sound effects, location, and dialog as list items in the text material list.

[0147] It should be understood that the specific process of a computer device displaying a building block component flow composed of N building block components in a game production interface can be described as follows: the computer device can respond to a text confirmation operation for M material matching texts, perform a building block mapping conversion on the M material matching texts, and obtain N building block components associated with the M material matching texts. Furthermore, the computer device can obtain the list display parameters of the M material matching texts in the text material list, and display an animation of a building block component flow composed of N building block components in a text upload interface based on the list display parameters. Furthermore, the computer device can respond to an animation confirmation operation for the animation of the building block component flow, switch the text upload interface to the game production interface, and display the building block component flow in the game production interface. Among them, the animation here can be understood as the effect display of generating the building block component flow, that is, the animation when building the building block component flow.

[0148] Among them, the animation confirmation operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, and this application does not limit this.

[0149] The list display parameter may be used to represent the list position of the M material matching texts in the text material list, and the list position here may represent the row and column of the M material matching texts in the text material list. It is understood that the computer device may first represent the material matching texts in each row of the text material list as sub-building block components, then, based on the relationship between the material matching texts in each row, construct the sub-building block component stream from the sub-building block components, and finally, based on the relationship between rows, construct the sub-building block component stream obtained for each row into a building block component stream.

[0150] For easier understanding, see Figure 6 , Figure 6 This is a schematic diagram of a scenario for generating a building block component flow provided by an embodiment of the present application. Figure 6 The text upload interface 60a shown can be the above Figure 2aIn the corresponding embodiment, the text upload interface 20d may include a list confirmation control 60b for confirming that M materials match the text (or text material list). The game object corresponding to the computer device may be an object 60c.

[0151] like Figure 6 As shown, after object 60c confirms that the text material list in text upload interface 60a is correct, object 60c can perform a text confirmation operation on the M material matching texts (for example, object 60c can perform a text confirmation operation on list confirmation control 60b). In this way, in response to the text confirmation operation performed by object 60c on list confirmation control 60b, the computer device can perform a building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts, and then switch the text upload interface from text upload interface 60a to text upload interface 60d, and display an animation of a building block component flow composed of N building block components in text upload interface 60d.

[0152] The building block stream ultimately formed by the N building blocks may be a building block stream 60e in the text upload interface 60d. This building block stream 60e may include, but is not limited to, building block 61a, building block 61b, building block 61c, building block 61d, and building block 61e. It is understood that the computer device may display the process of combining building block 61a, building block 61b, building block 61c, building block 61d, and building block 61e to form building block stream 60e in the form of an animation in the text upload interface 60d.

[0153] It should be understood that Figure 6 The building block component flow 60e shown is not a complete building block component flow corresponding to the text material list. Here, the building block component flow 60e is taken as an example to illustrate the building block component flow associated with M material matching texts.

[0154] For easier understanding, see Figure 7 , Figure 7 This is a scene diagram showing a flow of building block components provided by an embodiment of the present application. Figure 7 The game making interface 70a shown can be the above Figure 2b The game making interface 20a in the corresponding embodiment is as follows: Figure 7 The game creation interface 70c shown can be the above Figure 2b The game making interface 20e in the corresponding embodiment is as follows: Figure 7 The text upload interface 70b shown can be the above Figure 6 The text upload interface 60d in the corresponding embodiment. The game object corresponding to the computer device may be object 71a.

[0155] like Figure 7 As shown, the text upload interface 70b may include an animation confirmation control 71b. After the object 71a confirms that the animation of the building block component flow in the text upload interface 70b is correct, the object 71a can perform an animation confirmation operation on the animation of the building block component flow (for example, the object 71a can perform an animation confirmation operation on the animation confirmation control 71b). In this way, the computer device can switch the text upload interface 70b to the game production interface 70c in response to the animation confirmation operation performed by the object 71a on the animation confirmation control 71a, and display the building block component flow corresponding to the above animation in the building block flow display area 71c of the game production interface 70c. In other words, the computer device can close the text upload interface 70b in response to the animation confirmation operation, display the game production interface 70c, and determine the building block flow display area 71c of the game production interface 70c, and display the building block component flow in the building block flow display area 71c.

[0156] Optionally, after the computer device displays the text material list in the text upload interface, the game object corresponding to the computer device can update the M material matching texts in the text material list to obtain an updated text material list. The specific process of the computer device updating the material matching text can be described as follows: the computer device can respond to the text update operation for the M material matching texts and use the material matching text corresponding to the text update operation as the target material matching text. Furthermore, the computer device can update the list column where the target material matching text is located in the text material list, obtain an updated text material list based on the updated list column, and display the updated text material list in the text upload interface.

[0157] Among them, the text update operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, which are not limited in this application.

[0158] Among them, the game object can perform a text update operation on one or more material matching texts among the M material matching texts. Therefore, the embodiment of the present application does not limit the number of target material matching texts.

[0159] Among them, it should be understood that the updated text material list may include the updated M material matching texts. The specific process of the computer device performing building block mapping conversion on the new M material matching texts to obtain new N building block components associated with the new M material matching texts can be referred to the above description of performing building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts, which will not be repeated here.

[0160] Please see again Figure 6 , Figure 6 The illustrated text upload interface 60a may include a material update control for updating the M material-matching texts (for example, the text upload interface 60a may include a material update control 62a for updating the shape, and the text upload interface 60a may also include a material update control 62b for updating the position). The material update control 62a may include multiple sub-controls (not shown) for updating the "shape" corresponding to each canvas, and the material update control 62b may include multiple sub-controls (not shown) for updating the "position" corresponding to each canvas.

[0161] It can be understood that object 60c can perform text update operations on M material matching texts (for example, object 60c can perform text update operations on a sub-control in the material update control 62a (for example, sub-control O), and the sub-control O can be any sub-control in the material update control 62a). In this way, the computer device can respond to the text update operation performed by object 60c on the sub-control O in the material update control 62a, and use the material matching text corresponding to the text update operation as the target material matching text, that is, use the material matching text in the list column where the sub-control O is located as the target material matching text.

[0162] Furthermore, the computer device can update the list column where the target material matching text is located in the text material list of the text upload interface 60a. For example, when the target material matching text is Z3 in the list item where the shape is located, the object 60c can update Z3 to Z4. Therefore, the computer device can obtain an updated text material list based on Z4 (i.e., update Z3 in the list item where the shape is located in the original text material list to Z4), display the updated text material list in the text upload interface 60a, and then generate N building block components (i.e., new N building block components) based on the new M material matching texts in the updated text material list.

[0163] Please see again Figure 6 The text upload interface 60d may include a list update control 62c. When object 60c determines that the animation of the building block component flow in the text upload interface 60d is incorrect, object 60c may execute a list update operation on list update control 62c. In this way, the computer device may respond to the list update operation and switch the text upload interface 60d back to the text upload interface 60a. Furthermore, object 60c may update the M new material matching texts in the text upload interface 60a. Optionally, object 60c may also update the M new material matching texts in the text upload interface 60a.

[0164] It should be understood that by displaying M material matching texts in the form of a text material list, the game object can easily update the M material matching texts, thereby realizing the update of the game text information. This application can lower the threshold for game production and thus reduce the cost of game production.

[0165] Step S103: Based on the building block component flow, the game screen of the virtual game is displayed in the game production interface.

[0166] It should be understood that the game object can perform a building block flow update operation on the building block component flow in the game production interface, so that the computer device can update the building block component flow in the game production interface in response to the building block flow update operation performed by the game object. The building block flow update operation performed by the game object can include a building block addition operation, a building block deletion operation, and a building block editing operation.

[0167] The game making interface further includes L building block component clusters for indicating the update of the building block component flow, one building block component cluster corresponds to one building block type, and L here can be a positive integer. It is understandable that the computer device can respond to the building block component cluster L in the L building block component clusters. i The component cluster selection operation is displayed on a sub-interface independent of the game production interface to form the building block component cluster L i K building block components. Here, K can be a positive integer, and here, i can be a positive integer less than or equal to L. Furthermore, in response to a building block selection operation (i.e., a building block addition operation) for the K building block components, the computer device can use the building block component corresponding to the building block selection operation as the first building block component, add the first building block component to the building block component stream, and use the building block component stream to which the first building block component is added as the first updated building block component stream. In this embodiment of the present application, the number of first building block components is not limited.

[0168] Among them, the component cluster selection operation and building block selection operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, which are not limited in this application.

[0169] The specific process of the computer device responding to the block selection operation can be found in Figure 8a , Figure 8a This is a schematic diagram of a scenario for updating a building block component flow provided by an embodiment of the present application. Figure 8a The game making interface 80a shown can be the above Figure 7 In the corresponding embodiment of the game production interface 70c, the game object corresponding to the computer device may be object 81a.

[0170] like Figure 8a As shown, the game production interface 80a may include a building block component cluster 81b for indicating the update of the building block component flow, and the building block component cluster 81b may include L building block component clusters, where L may be a positive integer, and the L building block component clusters may be 8 building block component clusters, and the 8 building block component clusters may specifically include: a building block component cluster L1 corresponding to the scene, a building block component cluster L2 corresponding to the character, a building block component cluster L3 corresponding to the control, a building block component cluster L4 corresponding to the event, a building block component cluster L5 corresponding to the music, a building block component cluster L6 corresponding to the logic, a building block component cluster L7 corresponding to the variable, and a building block component cluster L8 corresponding to the number. Among them, the building block type corresponding to the building block component cluster L1 is scene, the building block type corresponding to the building block component cluster L2 is character, the building block type corresponding to the building block component cluster L3 is control, the building block type corresponding to the building block component cluster L4 is time, the building block type corresponding to the building block component cluster L5 is music, the building block type corresponding to the building block component cluster L6 is logic, the building block type corresponding to the building block component cluster L7 is variable, and the building block type corresponding to the building block component cluster L8 is number.

[0171] like Figure 8a As shown, the object 81a can be directed to the building block component cluster L in the L building block component clusters. i (For example, building block component cluster L1) performs a component cluster selection operation, where i can be a positive integer less than or equal to L, that is, i can be a positive integer less than or equal to 7. In this way, the computer device can display K building block components for constituting building block component cluster L1 on a sub-interface (for example, building block selection interface 80b) independent of the game production interface in response to the component cluster selection operation performed by object 81a on building block component cluster L1, where K can be a positive integer. Among them, the building block selection interface 80b can include 3 building block components for constituting building block component cluster L1. Optionally, the building block selection interface 80b can also include S building block component clusters for constituting the next building block component cluster (that is, building block component cluster L2) of building block component cluster L1, where S can be a positive integer.

[0172] like Figure 8a As shown, the K building blocks constituting the building block cluster L1 may include a building block 81c. When object 81a needs to add building block 81c to the building block stream of the game creation interface 80a, object 81a may perform a building block selection operation on building block 81c among the K building blocks. Thus, in response to the building block selection operation performed by object 81a on building block 81c, the computer device may add building block 81c to the building block stream, and use the building block stream containing building block 81c as the first updated building block stream. Building block 81c may also be referred to as the first building block stream.

[0173] It is understood that, in response to a block update operation (i.e., a block deletion operation or a block editing operation) on a block component stream, the computer device may use the block component corresponding to the block update operation as the second block component. Furthermore, the computer device may update the second block component in the block component stream and use the updated block component stream as the second updated block component stream. The embodiments of the present application do not limit the number of second block components.

[0174] Among them, the building block update operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, which are not limited in this application.

[0175] The specific process of the computer device responding to the building block update operation can be found in Figure 8b , Figure 8b This is a schematic diagram of a scenario for updating a building block component flow provided by an embodiment of the present application. Figure 8b The game making interface 80a shown can be the above Figure 8a The game making interface 80a in the corresponding embodiment is as follows: Figure 8b The game production interface 80a and the game production interface 80c shown may be game production interfaces of a computer device at different times.

[0176] like Figure 8b As shown, the building block component flow of the game production interface 80a may include a building block component 82a, and the game production interface 80a may also include a game rendering area 80d for displaying the game screen of the virtual game. The game rendering area 80d may specifically include the game screen corresponding to the building block component 82a, and the game screen of the game rendering area 80d may include a dialogue 82c indicated by the dialogue 81d in the building block component 82a, and the dialogue 82c may be: "Hello everyone, nice to see you!".

[0177] like Figure 8b As shown, when object 81a needs to edit building block component 82a in the building block component flow, object 81a can perform a building block update operation (e.g., a building block edit operation) on building block component 82a in the building block component flow. For example, object 81a can update dialogue 81d in building block component 82a to dialogue 81e to obtain a new building block component (i.e., building block component 82b). Dialogue 81e can be: "Hello everyone, nice to meet you all!"

[0178] like Figure 8bAs shown, in response to the block editing operation performed by object 81a on block component 82a, the computer device can switch the game production interface from game production interface 80a to game production interface 80c, in which block component 82b is displayed, and then set the block component stream displayed with block component 82b as the second updated block component stream. Here, block component 82a can also be referred to as the second block component. At the same time, the computer device can also update the conversation 82c in the game rendering area 80d of the game production interface 80a to the conversation 82d in the game rendering area 80d of the game production interface 80c. This conversation 82d can be the conversation indicated by conversation 81e in the block component 82b.

[0179] Optionally, object 81a can perform a block update operation (e.g., a block deletion operation) on building block component 82a in the building block component stream. For example, object 81a can delete building block component 82a from the building block component stream. In this way, the computer device can delete building block component 82a from the building block component stream of the game creation interface 80a in response to the block deletion operation performed by object 81a on building block component 82a, and use the building block component stream that deleted building block component 82a as the second updated building block component stream. Here, building block component 82a can also be referred to as the second building block component.

[0180] Optionally, the computer device may also, in response to a block copy operation on a block component stream by the game object, use the block component corresponding to the block copy operation as a third block component. Furthermore, in response to a block paste operation on a game production interface, the computer device may display the third block component in the game production interface, add the third block component to the block component stream, and use the block component stream with the third block component added as a third updated block component stream. This embodiment of the present application does not limit the number of third block components.

[0181] Among them, the building block copy operation and building block paste operation here may include contact operations such as clicking, long pressing, and sliding, and may also include non-contact operations such as voice and gestures, and this application does not limit this.

[0182] Please see again Figure 8b The game creation interface 80c may include a canvas switching control 83a, which may include multiple canvas switching controls. The object 81a may perform a canvas switching operation on any one of the canvas switching controls 83a. For example, the object 81a may perform a canvas switching operation on the canvas switching control "1" in the canvas switching control 83a. In this way, the computer device may switch the canvas corresponding to the current canvas switching control "2" to the canvas corresponding to the canvas switching control "1" (not shown in the figure) in response to the canvas switching operation.

[0183] Please see again Figure 8b The game production interface 80c includes a game preview control 83b. The object 81a can perform a game preview operation on the game preview control 83b. In this way, the computer device can respond to the game preview operation and display a game operation interface of the virtual game (not shown in the figure). In this game operation interface, the object 81a can realize the experience of the virtual game based on the logical relationship between the canvases.

[0184] Please see again Figure 8b The game production interface 80c may also include a resource manager area and a resource manager property area. The resource manager area may include characters and backgrounds. Object 81a may modify the generated virtual game by using the characters and backgrounds provided in the resource manager; the resource property area may include resource name, X-axis, size, Y-axis and direction, etc. Object 81a configures the resources in the canvas through resource properties.

[0185] It can be seen from this that the embodiment of the present application can display the entered game script (i.e., game text information) in the text upload interface, and then perform intelligent analysis on the game text information to obtain M material matching texts associated with the game text information for display in the text upload interface, so that the M material matching texts can be automatically converted into N building block components, and these N building block components can be automatically constructed to obtain a building block component stream. Therefore, the embodiment of the present application can realize the automatic conversion of game text information into a building block component stream, thereby improving the content production efficiency of the virtual game while reducing the cost of game production. In addition, after the game object obtains the building block component stream (i.e., building block stream component) composed of N building block components, it can modify the game script by modifying the building block components in the building block component stream to achieve "secondary" creation of the game script.

[0186] Further, see Figure 9 , Figure 9 This is a flowchart of a text data processing method provided by an embodiment of the present application. The method can be executed by a computer device, which can be a server or a user terminal. The server can be the above-mentioned Figure 1 The corresponding business server 2000 in the implementation, the user terminal can be the above Figure 1 The corresponding user terminal 3000a in the implementation. The text data processing method may include the following steps S201-S206:

[0187] Step S201, displaying a text upload interface for importing game text information, and displaying the game text information in the text upload interface;

[0188] The text upload interface is obtained in response to a first trigger operation on the game production interface of the virtual game.

[0189] The specific process of displaying game text information in the text upload interface of the computer device can be found in the above Figure 3 The description of step S101 in the corresponding embodiment will not be repeated here.

[0190] Step S202, in response to a second triggering operation on the text upload interface, segmenting the game text information based on a text segmentation strategy associated with the game text information to obtain game text lines of the game text information;

[0191] Specifically, the computer device can obtain a text segmentation strategy associated with the game text information in response to a second trigger operation on the text upload interface. The text segmentation strategy includes a first segmentation identifier for performing text segmentation processing and a second segmentation identifier for performing text line separation processing. Furthermore, the computer device can search for a text identifier identical to the first segmentation identifier in the game text information, perform text segmentation processing on the game text information based on the found first text identifier, and obtain game text segments of the game text information. Furthermore, the computer device can search for a text identifier identical to the second segmentation identifier in the game text segment, perform text line separation processing on the game text segment based on the found second text identifier, and obtain game text lines of the game text information.

[0192] It is understandable that the game text information may include a first text identifier that is identical to (i.e., matches) the first segmentation identifier and a second text identifier that is identical to (i.e., matches) the second segmentation identifier. Among them, the first text identifier can be used to perform text segmentation on the plot in the game text information, and the second text identifier can be used to perform text segmentation on the canvas in the plot of the game text information. For example, the first text identifier here (i.e., the first segmentation identifier) can be two carriage return symbols, and the second text identifier here (i.e., the second segmentation identifier) can be one carriage return symbol. It should be understood that the embodiment of the present application does not limit the types of the first segmentation identifier and the second segmentation identifier.

[0193] Optionally, when the game text information does not include the first text identifier (i.e., the game text information does not include text information corresponding to multiple plots, and includes text information corresponding to multiple canvases), the computer device may not perform text segmentation processing on the game text information, but may directly perform text line segmentation processing on the game text information. The computer device may search the game text information for a text identifier that is identical to the second segmentation identifier, and perform text line segmentation processing on the game text information based on the found text identifier (i.e., the second text identifier) to obtain game text lines of the game text information.

[0194] Step S203: Based on the text material library of the virtual game, perform text parsing on the game text line to obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts;

[0195] Specifically, the computer device can obtain a text material library of the virtual game. The text material library includes a format material library and a type material library, and a format text in the format material library corresponds to a format type. Furthermore, the computer device can perform text division on the game text line based on the format text in the format material library to obtain the text to be processed corresponding to the game text line. The text to be processed includes a first text to be processed. Furthermore, the computer device can use the format type corresponding to the format text as the text type identifier corresponding to the first text to be processed, and perform type division on the text type identifier corresponding to the first text to be processed based on the type material library to obtain a first text to be processed with a first type identifier and a first text to be processed with a second type identifier. Furthermore, the computer device can perform material matching on the first text to be processed with the first type identifier and the sample text in the type material library to obtain a first material matching text corresponding to the first text to be processed. Furthermore, the computer device may use the first text to be processed with the second type identifier as the second material matching text corresponding to the first text to be processed, and based on the first material matching text, the second material matching text, the text type identifier corresponding to the first material matching text and the text type identifier corresponding to the second material matching text, obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts.

[0196] It is understandable that the format material library may include format text for dividing game text lines. When the game text information uploaded by the game object belongs to the first type of script format, the format text may be: "[]", "()", " / / ", "{}", "\\", etc. The format type corresponding to "[]" may be "type", the format type corresponding to "()" may be "character name", the format type corresponding to " / / " may be "background", the format type corresponding to "{}" may be "sound effect", and the format type corresponding to "\\" may be "dialogue". Optionally, when the game text information uploaded by the game object belongs to the second type of script format, the format text may be: "[background]", "[character name]", "[costume]", "{narration}", "[sound effect]", etc. The format type corresponding to "[background]" may be "background", the format type corresponding to "[character name]" may be "character name", the format type corresponding to "[costume]" may be "costume", the format type corresponding to "{narration}" may be "narration", and the format type corresponding to "[sound effect]" may be "sound effect".

[0197] It is understandable that when the computer device performs text segmentation on the game text line, it can perform text matching on the formatted text and the game text line, and then use the format type corresponding to the formatted text as the text type identifier corresponding to the to-be-processed text (i.e., the first to-be-processed text) matched in the game text line. For example, the game text line can be represented as: "[Narration] / B1 / {X1}\Let's see which guest will appear next.", and the first to-be-processed text corresponding to the game text line can be: "Narration", "B1", "X1", "Let's see which guest will appear next." Among them, the text type identifier corresponding to "Narration" can be "Type", the text type identifier corresponding to "B1" can be "Background", the text type identifier corresponding to "X1" can be "Sound Effect", and the text type identifier corresponding to "Let's see which guest will appear next." can be "Dialogue".

[0198] It is understandable that the type material library may include game materials for making virtual games, where the game materials may include but are not limited to character names, appearances, backgrounds, sound effects, and bubbles. Here, the character names, appearances, backgrounds, sound effects, and bubbles may represent the sample type identifiers corresponding to the sample texts in the type material library. When the computer device performs type classification on the text type identifier corresponding to the first to-be-processed text based on the type material library, it may use the text type identifier that is the same as the sample type identifier as the first type identifier, and use the text type identifier that is different from the sample type identifier as the second type identifier, thereby dividing the first to-be-processed text into a first to-be-processed text with the first type identifier and a first to-be-processed text with the second type identifier. The first to-be-processed text with the first type identifier represents the first to-be-processed text that needs to be matched with the type material library for material, and the first to-be-processed text with the second type identifier represents the first to-be-processed text that does not need to be matched with the type material library for material. For example, the first type identifier may be a character name, appearance, background, sound effects, and bubbles, and the second type identifier may be a plot, genre, and dialogue.

[0199] Among them, plots are used to represent the relationship between game text segments and game text lines. For example, the plots corresponding to three game text lines can be represented as "1-1", "1-2", and "2-1", respectively. Among them, "1-1" and "1-2" indicate that the game text lines belong to the same game text segment (i.e. plot) and belong to adjacent game text lines (i.e. canvas); "1-1" and "2-1" belong to different game text segments (i.e. plots), and "1-2" and "2-1" belong to different game text segments (i.e. plots).

[0200] It can be understood that the type material library includes a first type material library (i.e., a personal material library) and a second type material library (i.e., a platform material library). Among them, the first type material library is provided by the game object, and the sample text in the first type material library can be the first sample text; the second type material library is provided by the application client corresponding to the virtual game, and the sample text in the second type material library can be the second sample text. It should be understood that the specific process of the computer device matching the first to-be-processed text with the first type identification with the sample text in the type material library can be described as: the computer device can match the first to-be-processed text with the first type identification with the first sample text in the first type material library to obtain a first material matching result. Further, if the first material matching result indicates a match failure, the computer device can match the first to-be-processed text with the first type identification with the second sample text in the second type material library to obtain a second material matching result. Further, the computer device can obtain the first material matching text corresponding to the first to-be-processed text based on the second material matching result.

[0201] It is understood that if the first sample text that matches the first to-be-processed text with the first type identifier exists in the first type material library, the first material matching result indicates a successful match. Alternatively, if the first sample text that matches the first to-be-processed text with the first type identifier does not exist in the first type material library, the first material matching result indicates a failed match.

[0202] Similarly, it can be understood that if the second type material library contains a second sample text that matches the first to-be-processed text with the first type identifier, the second material matching result indicates a successful match. Alternatively, if the second type material library contains no second sample text that matches the first to-be-processed text with the first type identifier, the second material matching result indicates a failed match.

[0203] It should be understood that the specific process by which the computer device obtains the first material matching text corresponding to the first text to be processed based on the second material matching result can be described as follows: if the second material matching result indicates a successful match, the computer device can use the second sample text in the second type material library that matches the first text to be processed with the first type identifier as the first material matching text corresponding to the first text to be processed. Optionally, if the second material matching result indicates a failed match, the computer device can obtain the auxiliary text (i.e., the first auxiliary text) associated with the first text to be processed with the first type identifier, and use the auxiliary text as the first material matching text corresponding to the first text to be processed.

[0204] The computer device may obtain a first auxiliary text that matches the text type identifier corresponding to the first to-be-processed text with the first type identifier, and then use the first auxiliary text as the first material matching text. For example, when the first to-be-processed text with the first type identifier is "B1," the text type identifier corresponding to "B1" may be "background." If the second material matching result indicates a match failure, the computer device may obtain a first auxiliary text that matches "background." In this case, the first auxiliary text may be "B2," where B2 may be the default text corresponding to "background."

[0205] Optionally, if the first material matching result indicates a successful match, the computer device may use the first sample text in the first type material library that matches the first to-be-processed text with the first type identifier as the first material matching text corresponding to the first to-be-processed text.

[0206] Optionally, the to-be-processed text may also include a second to-be-processed text. It is understandable that when the computer device performs text segmentation on the game text line, if there is to-be-processed text in the game text line that does not match the formatted text (i.e., the platform recognizes that there is content in the script that does not belong to any material (e.g., character name, background)), the computer device may treat the to-be-processed text that does not match the formatted text as the second to-be-processed text, and separately annotate and mark it in the subsequent tabular preview of the script (e.g., by marking the second to-be-processed text with a color), and provide an intelligent standing drawing configuration next to it. For example, a game text line can be represented as: "[Narration] B1{X1}\Let's see which guest is going to appear next." The first to-be-processed text corresponding to the game text line can be: "Narration", "X1", "Let's see which guest is going to appear next." The second to-be-processed text corresponding to the game text line can be: "B1". Among them, "B1" does not match the formatted text.

[0207] It should be understood that when the text to be processed includes the second text to be processed, the computer device obtains M material matching texts and text type identifiers corresponding to the M material matching texts associated with the game text information based on the first material matching text, the second material matching text, the text type identifier corresponding to the first material matching text, and the text type identifier corresponding to the second material matching text. The specific process can be described as follows: the computer device can perform material matching on the second text to be processed with the sample text in the type material library to obtain the third material matching text corresponding to the second text to be processed, and use the sample type identifier corresponding to the target sample text (i.e., the intelligent standing picture configuration) matched in the type material library as the text type identifier corresponding to the third material matching text. Further, the computer device can obtain M material matching texts and text type identifiers corresponding to the M material matching texts associated with the game text information based on the first material matching text, the second material matching text, the third material matching text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, and the text type identifier corresponding to the third material matching text.

[0208] The specific process of the computer device matching the second text to be processed with the sample text in the type material library to obtain the third material matching text corresponding to the second text to be processed can be described as follows: the computer device can search the type material library for a sample text that matches the second text to be processed. If there is a sample text that matches the second text to be processed in the type material library, the second text to be processed can be used as the third material matching text. Optionally, if there is no sample text that matches the second text to be processed in the type material library, the second text to be processed can be ignored and no processing is performed on the second text to be processed. For example, when the second text to be processed is "B1" and "B2", the computer device can match "B1" and "B2" with the sample text in the type material library. If there is a sample text that matches "B1" in the type material library and no sample text that matches "B2", the computer device can use "B1" in the second text to be processed as the third material matching text corresponding to the second text to be processed, and then use the sample type identifier of the target sample text matched in the type material library as the text type identifier corresponding to "B1".

[0209] Among them, it should be understood that the specific process of the computer device obtaining M material matching texts and text type identifications corresponding to the M material matching texts associated with the game text information based on the first material matching text, the second material matching text, the third material matching text, the text type identification corresponding to the first material matching text, the text type identification corresponding to the second material matching text, and the text type identification corresponding to the third material matching text can be described as follows: the computer device can obtain the to-be-processed text with the target text type identification from the first to-be-processed text and the second to-be-processed text, and count the number of identification types corresponding to the target text type identification from the obtained to-be-processed text. Further, the computer device can record the statistical timestamp of each target text type identification counted, determine the order of appearance of each target text type identification based on the recorded statistical timestamp, and determine the position material text corresponding to each target text type identification based on the number of identification types and the order of appearance. Furthermore, the computer device may obtain M material matching texts and text type identifiers corresponding to the M material matching texts associated with the game text information based on the first material matching text, the second material matching text, the third material matching text, the position material text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, the text type identifier corresponding to the third material matching text, and the text type identifier corresponding to the position material text. The text type identifier corresponding to the position material text may be "position."

[0210] Among them, the target text type identifier can be any text type identifier in the target type identifier, and the embodiment of the present application is explained by taking the target text type identifier as "role" as an example. It can be understood that the text to be processed with the target text type can be understood as the text to be processed corresponding to "role", and the number of identifier types corresponding to the target text type identifier can be understood as the number of roles of "role" in the text to be processed corresponding to "role". For example, the text to be processed with the target text type can be: "role Y1", "role Y1", "role Y2" and "role Y3", then the number of identifier types corresponding to the target text type identifier can be 3. Among them, each target text type identifier corresponding to the target text type identifier can be "role Y1", "role Y2" and "role Y3".

[0211] When counting the number of identification types corresponding to the target text type identification, the computer device may record the statistical timestamp corresponding to each of the target text type identifications counted, where the statistical timestamp may be the time when each target text type identification first appears in the game text information. If the statistical timestamp corresponding to one target text type identification (e.g., "character Y1") is earlier than the statistical timestamp corresponding to another target text type identification (e.g., "character Y2"), the computer device may determine that the order of appearance of "character Y1" is earlier than the order of appearance of "character Y2."

[0212] It is understandable that the platform can intelligently recommend and adopt the corresponding standing drawing layout for the creator by matching the character names in the script and the material library (i.e., the type material library). Among them, according to the number of characters established by the creator on the platform, the position of the character standing drawing on the canvas (i.e., the standing drawing position) can be intelligently allocated. Among them, through the method provided in the embodiment of the present application, a canvas corresponding to the virtual game can be generated, in which one canvas includes one character, and the characters here can include people and animals.

[0213] Among them, when the number of identification types is equal to 1, the computer device can determine that a character appears in the game text information (i.e., the script), and then fix the position of the character's standing picture to the center of the canvas (i.e., the position material text can be "center"). Optionally, when the number of identification types is equal to 2, the computer device can determine that two characters appear in the game text information (i.e., the script), and then based on the above-mentioned order of appearance, the character standing picture that appears first in the game text information is fixed to the left side of the canvas (i.e., the position material text can be "left"), and the character standing picture that appears second is fixed to the right side of the canvas (i.e., the position material text can be "right"). Optionally, when the number of identification types is greater than or equal to 3, the computer device can determine that the number of characters appearing in the game text information (i.e., the script) is greater than or equal to three, and then determine that the character standing pictures will appear alternately on the left and right sides of the canvas in the order of appearance in the script (i.e., the order of appearance), with the first character standing picture appearing on the left, the second character standing picture appearing on the right, the third character standing picture appearing on the left, and so on. The center position, the left side (ie, the left side position), and the right side (ie, the right side position) are determined by the coordinates of the character relative to the canvas (eg, XY coordinates).

[0214] Optionally, when the to-be-processed text corresponding to the game text line is "narration", the target text type identifier corresponding to the game text line can be "empty", so the computer device can set the position material text corresponding to the game text line to "empty".

[0215] Optionally, when the to-be-processed text does not include the second to-be-processed text, the specific process of the computer device obtaining M material matching texts and text type identifiers corresponding to the M material matching texts associated with the game text information based on the first material matching text, the second material matching text, the text type identifier corresponding to the first material matching text, and the text type identifier corresponding to the second material matching text can be described as follows: the computer device can obtain the to-be-processed text with the target text type identifier from the first to-be-processed text, and count the number of identifier types corresponding to the target text type identifier from the obtained to-be-processed text. Further, the computer device can record the statistical timestamp of each counted target text type identifier, determine the order of occurrence of each target text type identifier based on the recorded statistical timestamp, and determine the position material text corresponding to each target text type identifier based on the number of identifier types and the order of occurrence. Further, the computer device can obtain the M material matching texts and text type identifiers corresponding to the M material matching texts associated with the game text information based on the first material matching text, the second material matching text, the position material text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, and the text type identifier corresponding to the position material text.

[0216] Among them, when the number of identification types is 1, the method for the computer device to determine the position material text (i.e., the position of the vertical drawing) corresponding to each target text type identification can be referred to Figure 10a , Figure 10a This is a scene diagram of an intelligent recommendation of a single-person standing position provided by an embodiment of the present application. Figure 10a As shown, the game text information may include character Y1 (ie, the text to be processed may include character Y1), and the character Y1 may be Figure 10a Character 100a is shown.

[0217] It is understood that the virtual game may include a canvas 100b, and the canvas 100b may be any canvas that includes the character Y1 in the virtual game. The computer device may determine the position material text corresponding to the character Y1, where the position material text may be centered. Therefore, when the computer device outputs the canvas 100b corresponding to the character Y1, the character 100a may be displayed in the following manner: Figure 10a The canvas 100b is shown centered.

[0218] Among them, when the number of identification types is 2, the method for the computer device to determine the position material text (i.e., the position of the vertical drawing) corresponding to each target text type identification can be referred to Figure 10b , Figure 10b This is a scene diagram of an intelligent recommendation of two-person standing position provided by an embodiment of the present application. Figure 10bAs shown, the game text information may include character Y1 and character Y2 (ie, the text to be processed may include character Y1 and character Y2), and the character Y1 may be Figure 10b The role 101a shown, the role Y2 can be Figure 10b The role 102a shown. Among them, the role 101a can be the above Figure 10a This corresponds to the role 100a in the embodiment.

[0219] It is understandable that the virtual game may include canvas 101b and canvas 102b. The canvas 101b may be any canvas that includes character Y1 in the virtual game, and the canvas 102b may be any canvas that includes character Y2 in the virtual game. The computer device may determine the position material text corresponding to character Y1 and character Y2. Here, the position material text corresponding to character Y1 may be the left position, and the position material text corresponding to character Y2 may be the right position. Therefore, when the computer device outputs the canvas 101b corresponding to character Y1 and the canvas 102b corresponding to character Y2, the character 101a may be displayed on the screen. Figure 10b The character 102a is displayed on the left side of the canvas 101b as shown. Figure 10b The right side of the canvas 102b is shown.

[0220] Among them, when the number of identification types is 3 or more, the method for the computer device to determine the position material text (i.e., the position of the vertical drawing) corresponding to each target text type identification can be referred to Figure 10c , Figure 10c This is a schematic diagram of a scenario for intelligently recommending multiple standing positions provided by an embodiment of the present application. Figure 10c As shown, the game text information may include character Y1, character Y2 and character Y3 (ie, the text to be processed may include character Y1, character Y2 and character Y3), and the character Y1 may be Figure 10c The role 103a shown, the role Y2 can be Figure 10c The role 104a shown, the role Y3 can be Figure 10c The role 105a shown. Among them, the role 103a can be the above Figure 10b The roles 101a and 104a in the corresponding embodiment can be the above Figure 10b This corresponds to the role 102a in the embodiment.

[0221] It is understandable that the virtual game may include canvas 103b, canvas 104b, and canvas 105b. The canvas 103b may be any canvas in the virtual game that includes character Y1, the canvas 104b may be any canvas in the virtual game that includes character Y2, and the canvas 105b may be any canvas in the virtual game that includes character Y3. The computer device may determine the position material text corresponding to character Y1, character Y2, and character Y3. The position material text corresponding to character Y1 may be the left position, the position material text corresponding to character Y2 may be the right position, and the position material text corresponding to character Y3 may be the left position. Therefore, when the computer device outputs the canvas 103b corresponding to character Y1, the canvas 104b corresponding to character Y2, and the canvas 105b corresponding to character Y3, the character 103a may be displayed as follows: Figure 10c The character 104a is displayed on the left side of the canvas 103b as shown. Figure 10c The character 105a is displayed on the right side of the canvas 104b as shown. Figure 10c The left side position of the canvas 105b is shown.

[0222] Step S204: Based on the M material matching texts and the text type identifiers corresponding to the M material matching texts, a text material list corresponding to the game text information is obtained, and the text material list is displayed in the text upload interface;

[0223] It is understandable that the computer device may use the first material matching text, the second material matching text, the third material matching text, and the position material text as the M material matching texts associated with the game text information. Furthermore, the computer device may use the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, the text type identifier corresponding to the third material matching text, and the text type identifier corresponding to the position material text as the text type identifiers corresponding to the M material matching texts. Furthermore, the computer device may obtain a text material list corresponding to the game text information based on the M material matching texts and the text type identifiers corresponding to the M material matching texts.

[0224] Optionally, when the game text line does not include the to-be-processed text corresponding to a certain text type identifier, the computer device may obtain auxiliary text (i.e., second auxiliary text) that matches the text type identifier and use the auxiliary text as the fourth material matching text corresponding to the text type identifier. Further, the computer device may use the first material matching text, the second material matching text, the third material matching text, the fourth material matching text, and the position material text as the M material matching texts associated with the game text information. Further, the computer device may use the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, the text type identifier corresponding to the third material matching text, the text type identifier corresponding to the fourth material matching text, and the text type identifier corresponding to the position material text as the text type identifiers corresponding to the M material matching texts. Further, the computer device may obtain a text material list corresponding to the game text information based on the M material matching texts and the text type identifiers corresponding to the M material matching texts.

[0225] For example, when the to-be-processed text corresponding to the game text line is "Narration", "X1", "Let's see which guest will appear next.", the computer device can determine that the to-be-processed text corresponding to the game text line may include the to-be-processed text corresponding to the type, sound effect and dialogue. In addition, the computer device can also determine the position material text corresponding to the position (i.e., "empty"), the to-be-processed text corresponding to the plot, the to-be-processed text corresponding to the character (i.e., "empty"), the to-be-processed text corresponding to the shape (i.e., "empty") and the to-be-processed text corresponding to the dialog box (i.e., "empty"). Therefore, the game text line does not include the to-be-processed text corresponding to the background, and the computer device can obtain a second auxiliary text that matches the background, and then use the second auxiliary text as the fourth material matching text. For example, the second auxiliary text here can be "B1", and B1 here can be the default text corresponding to "background".

[0226] It should be understood that the specific process of the computer device obtaining the text material list corresponding to the game text information based on the M material matching texts and the text type identifiers corresponding to the M material matching texts can be described as follows: the computer device can divide the M material matching texts into Z columns constituting the text material list based on the text type identifiers corresponding to the M material matching texts. One column corresponds to one list item, and one list item corresponds to one column.

[0227] Items are identified by a text type identifier, where Z can be a positive integer (e.g., 9);

[0228] Each column in is composed of M / Z material matching texts. Further, the computer device can be based on

[0229] The text type identifiers corresponding to the M / Z material matching texts are divided into the following components:

[0230] The M / Z row of the text material list. Further, the computer device can be based on each column of material in the Z column

[0231] Matching text and each line of material matching text in the M / Z line constitute a text material list corresponding to the game text information.

[0232] For easier understanding, see Figure 11 , Figure 11 This is a flow chart of a script automatic conversion into building block components provided by an embodiment of the present application. Figure 11 Steps S31 to S36 shown may represent the process of automatically converting the script into building block components, and steps S32 to S36 may represent the specific execution process of step S37, which may automatically convert the imported script (ie, game text information) into building block components.

[0233] like Figure 11 As shown, in step S31, the computer device can establish a material library (i.e., a text material library, where the text material library can include a format material library and a type material library, where the type material library can include a personal material library and a platform material library), and use the format material library, the personal material library, and the platform material library for the game object (i.e., the creator) to generate building block components. Further, in step S32, the creator can modify the original script according to the platform specifications and upload it to the interactive mini-game creation platform (i.e., the creation platform) in paste or text format. The creation platform can convert the script uploaded by the creator into the platform standard format by matching the existing content of the text material library in the background, and generate building block components that the creator can subsequently optimize and debug. Among them, the platform standard format here can be the display format of the text material list.

[0234] Among them, the creative platform can execute step S33 for the script imported by the creator, and intelligently fill in the missing configuration of the script in step S33, that is, determine the text type identifier corresponding to the second text to be processed. Further, the creative platform can execute step S34, and intelligently recommend the position of the character standing drawing in step S34, that is, determine the position material text corresponding to the target text type identifier. Among them, when the background identifies a format that does not meet the platform specifications, it will make intelligent recommendations based on the existing content in the material library, and generate a table model for the creator to review and modify. Furthermore, the script import module of the creative platform can provide the creator with a script preview in table mode, and display the plot, type, character name (i.e., role), shape, background, sound effect, position, dialog box (i.e., bubble) and dialogue categories. After the creator selects the corresponding layout, that is, after the creator confirms the position of the standing picture and other material matching texts in the text material list, the creation platform can execute step S36 to convert the M material matching texts in the text material list into building block components, and provide the creator with a preview of the building block flow (that is, the building block component flow) so that the creator can edit the virtual game corresponding to the building block component flow based on the building block module (that is, the building block component).

[0235] Step S205: In response to the text confirmation operation for the M material matching texts, the M material matching texts are subjected to building block mapping conversion to obtain N building block components associated with the M material matching texts, and a building block component flow consisting of the N building block components is displayed in the game production interface;

[0236] Specifically, in response to a text confirmation operation for the M material matching texts, the computer device may obtain a building block component tool for performing building block mapping conversion, and convert the M material matching texts into a building block mapping file using the building block component tool. Furthermore, the computer device may perform building block mapping conversion on the building block mapping file using the building block component tool to obtain N building block components associated with the M material matching texts. Furthermore, the computer device may display a building block component flow composed of the N building block components in a game creation interface.

[0237] Among them, the building block component tool can be a Blockly tool (i.e., a visual programming tool, a visual code editor, a Blockly open source component), and the building block mapping file can be a file in the target file format. The target file format here can be an xml (i.e., extensible markup language) format. The embodiment of the present application does not limit the specific type of the target file format.

[0238] For easier understanding, see Figure 12 , Figure 12 This is a flow chart of generating a building block component flow provided by an embodiment of the present application. Figure 12As shown, the computer device can obtain the script uploaded by the creator (i.e., the game object), obtain the script text (i.e., the game text information) from the script, and then first cut the script text into paragraphs (i.e., game text segments), and then cut the cut paragraphs into lines (i.e., game text lines).

[0239] like Figure 12 As shown, the computer device can parse the cut lines word by word based on the keyword format library (i.e., the format material library) to obtain the keywords contained in the lines (i.e., the text to be processed). Furthermore, the computer device can classify the keywords based on the keyword vocabulary (i.e., the type material library, where the type material library may include a first type material library and a second type material library) to obtain a script object. The script object can be understood as a preview of the M material matching texts obtained by classifying the keywords in a table format.

[0240] like Figure 12 As shown, after obtaining the script object, the computer device can obtain a tool for performing block mapping conversion (i.e., a block component tool, such as the Blockly tool), and convert the script object into a block file (i.e., a block mapping file) according to the format specified by the block component tool. Furthermore, the computer device can convert the block mapping file into an object (i.e., a Blockly object) based on the block component tool, and import the Blockly object into the block workspace, generating a block flow chart in the block workspace, where the Blockly object can be N block components associated with M material matching texts, and the block flow chart can be a block component flow composed of the N block components.

[0241] Furthermore, the computer device can provide the building block flowchart to the creator, so that the creator can modify the building block flowchart through operations such as drag and drop editing to modify the script, and modify the virtual game corresponding to the script in a visual form.

[0242] Among them, this application can provide a more complete and simple creation tool for the creation platform, making the creation process of interactive mini-games (i.e., virtual games) simpler, more efficient, and with a low threshold. For the interactive mini-game platform and the operator, the creator can use the quick configuration provided by the creation platform to provide the platform materials in the platform's existing platform material library to the creator for use, bringing more high-quality content to the creation platform, so that these platform materials can be widely disseminated and experienced in network channels. For creators, the interactive mini-game creation platform can provide creators with a new, comprehensive, flexible, and convenient creation experience, lowering the threshold for game objects to access the platform. Creators can flexibly define building blocks (i.e., building block components) in the platform, freely match building blocks, and transform a pile of interlocking building blocks into a common story flow.

[0243] Step S206: Based on the building block component flow, the game screen of the virtual game is displayed in the game production interface.

[0244] It is understandable that the building block component stream generated by the present application can support various types of interactive mini-games, for example, a shooting game, in which configuration types such as airplane styles, airplane actions, and airplane laser styles can be added through building block components.

[0245] The specific process of the computer device displaying the game screen of the virtual game in the game production interface can be found in the above Figure 3 The description of step S103 in the corresponding embodiment will not be repeated here.

[0246] It can be seen that the embodiment of the present application can convert the script written based on its own format into a universal script format according to the platform specifications, and smoothly transition to the building block conversion and building block flow editing methods. Therefore, the embodiment of the present application can expand the existing mini-game creation method and platform distribution method, and expand new possibilities for cultivating platform users' cross-platform creation habits and the refined operation of the platform's existing IP. Among them, as the platform's creative capabilities are supplemented, more mini-game creators and creative studios will be introduced to the platform, and will be widely disseminated and experienced through online channels, thereby providing more distribution resources for the platform.

[0247] Further, see Figure 13 , Figure 13 1 is a structural diagram of a text data processing device provided in an embodiment of the present application. The text data processing device 1 may include: a text display module 100, a block flow display module 200, and a game rendering module 300;

[0248] The text display module 100 is used to display a text upload interface for importing game text information, and display the game text information in the text upload interface; the text upload interface is obtained in response to the first trigger operation of the game creation interface for the virtual game;

[0249] The building block flow display module 200 is configured to display M material matching texts associated with the game text information in response to a second trigger operation on the text upload interface, and to display a building block component flow consisting of N building block components in the game production interface in response to a text confirmation operation on the M material matching texts; one building block component is used to map one or more material matching texts; M and N are both positive integers;

[0250] The game rendering module 300 is used to display the game screen of the virtual game in the game production interface based on the building block component flow.

[0251] The specific implementation of the text display module 100, the block flow display module 200 and the game rendering module 300 can be found in the above Figure 3 The description of steps S101 to S103 in the corresponding embodiment will not be repeated here. In addition, the description of the beneficial effects of adopting the same method will not be repeated here either.

[0252] Further, see Figure 14 , Figure 14 1 is a structural diagram of a text data processing device provided in an embodiment of the present application. The text data processing device 2 may include: a text display module 11, a block flow display module 12, and a game rendering module 13. Furthermore, the text data processing device 2 may also include: a first selection module 14, a first update module 15, a second selection module 16, and a second update module 17.

[0253] A text display module 11 is used to display a text upload interface for importing game text information, and to display the game text information in the text upload interface; the text upload interface is obtained in response to a first trigger operation on the game creation interface for the virtual game;

[0254] The text display module 11 includes: a first display unit 111, a second display unit 112, and a third display unit 113;

[0255] The first display unit 111 is used to display a game production interface for producing a virtual game; the game production interface includes a text import control for instructing to import game text information associated with the virtual game;

[0256] The second display unit 112 is configured to display a text upload interface for importing game text information in response to a first trigger operation on the text import control; the text upload interface includes a text entry area;

[0257] The third display unit 113 is configured to display game text information in the text input area in response to a text upload operation on the text upload interface.

[0258] The third display unit 113 is specifically configured to respond to a text upload operation on the text input area in the text upload interface and use the text information corresponding to the text upload operation as game text information;

[0259] The third display unit 113 is further specifically configured to display game text information in the text entry area.

[0260] Among them, the text upload interface includes a file upload control for uploading game text files;

[0261] The third display unit 113 is specifically configured to display a file selection interface for selecting a game text file in response to a text upload operation on the file upload control;

[0262] The third display unit 113 is further specifically configured to respond to a file selection operation on the file selection interface, use the text file corresponding to the file selection operation as a game text file, and use the text information in the game text file as game text information;

[0263] The third display unit 113 is further specifically configured to display game text information in the text entry area in response to a file confirmation operation on the file selection interface.

[0264] The specific implementation of the first display unit 111, the second display unit 112 and the third display unit 113 can be found in the above Figure 3 The description of step S101 in the corresponding embodiment will not be repeated here.

[0265] The building block flow display module 12 is configured to display M material matching texts associated with the game text information in response to a second trigger operation on the text upload interface, and to display a building block component flow consisting of N building block components in the game production interface in response to a text confirmation operation on the M material matching texts; one building block component is used to map one or more material matching texts; M and N are both positive integers;

[0266] The block flow display module 12 includes: a list display unit 121, a block flow display unit 122; optionally, the block flow display module 12 may further include: a text update unit 123, a list update unit 124;

[0267] The list display unit 121 is configured to display a text material list corresponding to the game text information in the text upload interface in response to a second trigger operation on the text upload interface; the text material list is composed of M material matching texts associated with the game text information;

[0268] The list display unit 121 includes: a text segmentation subunit 1211, a text parsing subunit 1212, and a list display subunit 1213;

[0269] The text segmentation subunit 1211 is configured to, in response to a second trigger operation on the text upload interface, segment the game text information based on a text segmentation strategy associated with the game text information to obtain game text lines of the game text information;

[0270] The text segmentation subunit 1211 is specifically configured to obtain a text segmentation strategy associated with the game text information in response to a second trigger operation on the text upload interface; the text segmentation strategy includes a first segmentation identifier for performing text segmentation processing and a second segmentation identifier for performing text line separation processing;

[0271] The text segmentation subunit 1211 is further specifically configured to search the game text information for a text identifier identical to the first segmentation identifier, and perform text segmentation processing on the game text information based on the found first text identifier to obtain game text segments of the game text information;

[0272] The text segmentation subunit 1211 is further specifically configured to search for a text identifier identical to the second segmentation identifier in the game text segment, perform text line segmentation processing on the game text segment based on the found second text identifier, and obtain game text lines of the game text information.

[0273] The text parsing subunit 1212 is configured to perform text parsing on the game text lines based on the text material library of the virtual game, and obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts;

[0274] The text parsing subunit 1212 is specifically used to obtain a text material library of the virtual game; the text material library includes a format material library and a type material library; a format text in the format material library corresponds to a format type;

[0275] The text parsing subunit 1212 is further specifically configured to divide the game text line into text segments based on the format text in the format material library to obtain the to-be-processed text corresponding to the game text line; the to-be-processed text includes a first to-be-processed text;

[0276] The text parsing subunit 1212 is further specifically configured to use the format type corresponding to the formatted text as a text type identifier corresponding to the first text to be processed, and to perform type classification on the text type identifier corresponding to the first text to be processed based on the type material library, thereby obtaining a first text to be processed having a first type identifier and a first text to be processed having a second type identifier.

[0277] The text parsing subunit 1212 is further specifically configured to perform material matching on the first to-be-processed text having the first type identifier and the sample text in the type material library to obtain a first material matching text corresponding to the first to-be-processed text;

[0278] The text parsing sub-unit 1212 is further specifically used to use the first to-be-processed text with the second type identifier as the second material matching text corresponding to the first to-be-processed text, and based on the first material matching text, the second material matching text, the text type identifier corresponding to the first material matching text and the text type identifier corresponding to the second material matching text, obtain M material matching texts associated with the game text information and the text type identifiers corresponding to the M material matching texts.

[0279] The type material library includes a first type material library and a second type material library; the first type material library is provided by the game object; the second type material library is provided by the application client corresponding to the virtual game;

[0280] The text parsing subunit 1212 is specifically configured to perform material matching on the first to-be-processed text having the first type identifier and the first sample text in the first type material library to obtain a first material matching result;

[0281] The text parsing subunit 1212 is further specifically configured to perform material matching on the first to-be-processed text with the first type identifier and a second sample text in the second type material library to obtain a second material matching result if the first material matching result indicates a match failure;

[0282] The text parsing subunit 1212 is further specifically configured to obtain a first material matching text corresponding to the first to-be-processed text based on the second material matching result.

[0283] The text parsing subunit 1212 is specifically configured to use the second sample text in the second type material library that matches the first to-be-processed text with the first type identifier as the first material matching text corresponding to the first to-be-processed text if the second material matching result indicates a successful match;

[0284] The text parsing subunit 1212 is further specifically configured to obtain auxiliary text associated with the first to-be-processed text having the first type identifier if the second material matching result indicates a matching failure, and use the auxiliary text as the first material matching text corresponding to the first to-be-processed text.

[0285] The text to be processed includes a second text to be processed;

[0286] The text parsing subunit 1212 is specifically configured to perform material matching on the second to-be-processed text and the sample text in the type material library to obtain a third material matching text corresponding to the second to-be-processed text, and use the sample type identifier corresponding to the target sample text matched in the type material library as the text type identifier corresponding to the third material matching text;

[0287] The text parsing sub-unit 1212 is further specifically used to obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts based on the first material matching text, the second material matching text, the third material matching text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, and the text type identifier corresponding to the third material matching text.

[0288] The text parsing subunit 1212 is specifically configured to obtain a to-be-processed text having a target text type identifier from the first to-be-processed text and the second to-be-processed text, and to count the number of identifier types corresponding to the target text type identifier from the obtained to-be-processed text;

[0289] The text parsing subunit 1212 is further specifically configured to record the statistical timestamp of each target text type identifier, determine the appearance order of each target text type identifier based on the recorded statistical timestamp, and determine the location material text corresponding to each target text type identifier based on the number of identifier types and the appearance order;

[0290] The text parsing sub-unit 1212 is further specifically used to obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts based on the first material matching text, the second material matching text, the third material matching text, the position material text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, the text type identifier corresponding to the third material matching text, and the text type identifier corresponding to the position material text.

[0291] The list display subunit 1213 is used to obtain a text material list corresponding to the game text information based on the M material matching texts and the text type identifiers corresponding to the M material matching texts, and display the text material list in the text upload interface.

[0292] The specific implementation of the text segmentation subunit 1211, the text parsing subunit 1212 and the list display subunit 1213 can be found in the above Figure 9 The description of steps S202 to S204 in the corresponding embodiment will not be repeated here.

[0293] The building block flow display unit 122 is used to respond to the text confirmation operation for M material matching texts, perform building block mapping conversion on the M material matching texts, obtain N building block components associated with the M material matching texts, and display the building block component flow composed of the N building block components in the game production interface.

[0294] The block flow display unit 122 includes: a block conversion subunit 1221, an animation display subunit 1222, and an animation confirmation subunit 1223;

[0295] The building block conversion sub-unit 1221 is configured to, in response to a text confirmation operation on the M material matching texts, perform building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts;

[0296] The building block conversion subunit 1221 is specifically configured to obtain a building block component tool for building block mapping conversion in response to a text confirmation operation on the M material matching texts, and convert the M material matching texts into a building block mapping file through the building block component tool;

[0297] The building block conversion sub-unit 1221 is further specifically configured to perform building block mapping conversion on the building block mapping file through a building block component tool to obtain N building block components associated with the M material matching texts.

[0298] Animation display subunit 1222, configured to obtain list display parameters of M material matching texts in a text material list, and display an animation of a building block component flow composed of N building block components in a text upload interface based on the list display parameters;

[0299] The animation confirmation subunit 1223 is configured to switch the text upload interface to the game production interface in response to an animation confirmation operation on the animation of the building block component flow, and display the building block component flow in the game production interface.

[0300] The specific implementation of the building block conversion subunit 1221, the animation display subunit 1222 and the animation confirmation subunit 1223 can be found in the above Figure 3 The description of step S102 in the corresponding embodiment will not be repeated here.

[0301] Optionally, the text updating unit 123 is configured to respond to a text updating operation on the M material matching texts and use the material matching text corresponding to the text updating operation as the target material matching text;

[0302] The list updating unit 124 is configured to update the list column where the target material matching text is located in the text material list, obtain an updated text material list based on the updated list column, and display the updated text material list in the text upload interface.

[0303] The specific implementation of the list display unit 121, the block flow display unit 122, the text update unit 123 and the list update unit 124 can be found in the above Figure 3 In the corresponding embodiment, steps S102 and Figure 9The description of steps S202 to S205 in the corresponding embodiment will not be repeated here.

[0304] The game rendering module 13 is used to display the game screen of the virtual game in the game production interface based on the building block component flow.

[0305] Optionally, the game production interface further includes L building block component clusters for indicating the update of the building block component flow; one building block component cluster corresponds to one building block type; L is a positive integer;

[0306] The first selection module 14 is configured to select a building block component cluster L in response to the selection of the building block component cluster L in the L building block component clusters. i The component cluster selection operation is displayed on a sub-interface independent of the game production interface to form the building block component cluster L i K building blocks; K is a positive integer; i is a positive integer less than or equal to L;

[0307] The first update module 15 is used to respond to the building block selection operation on K building block components, use the building block component corresponding to the building block selection operation as the first building block component, add the first building block component to the building block component flow, and use the building block component flow with the first building block component added as the first updated building block component flow.

[0308] Optionally, a second selection module 16 is configured to, in response to a building block update operation on the building block component stream, select the building block component corresponding to the building block update operation as the second building block component;

[0309] The second updating module 17 is configured to update the second building block component in the building block component stream and use the updated building block component stream as the second updated building block component stream.

[0310] Among them, the specific implementation of the text display module 11, the building block flow display module 12, the game rendering module 13, the first selection module 14, the first update module 15, the second selection module 16 and the second update module 17 can be found in the above Figure 3 In the corresponding embodiment, steps S101 to S103 and Figure 9 The description of steps S201 to S206 in the corresponding embodiment will not be repeated here. In addition, the description of the beneficial effects of the same method will not be repeated here. Figure 13 The text display module 100 and the block flow display module 12 in the corresponding embodiment correspond to the above Figure 13 The block flow display module 200 and the game rendering module 13 in the corresponding embodiment correspond to the above Figure 13 The game rendering module 300 in the corresponding embodiment.

[0311] Further, see Figure 15 , Figure 15 This is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. Figure 15 As shown, the computer device 1000 may include: a processor 1001, a network interface 1004 and a memory 1005. In addition, the above-mentioned computer device 1000 may also include: a user interface 1003, and at least one communication bus 1002. The communication bus 1002 is used to realize the connection and communication between these components. In some embodiments, the user interface 1003 may include a display screen (Display), a keyboard (Keyboard), and the optional user interface 1003 may also include a standard wired interface and a wireless interface. Optionally, the network interface 1004 may include a standard wired interface and a wireless interface (such as a WI-FI interface). The memory 1005 may be a high-speed RAM memory, or a non-volatile memory (non-volatile memory), such as at least one disk storage. Optionally, the memory 1005 may also be at least one storage device located away from the aforementioned processor 1001. As Figure 15 As shown, the memory 1005 as a computer-readable storage medium may include an operating system, a network communication module, a user interface module, and a device control application.

[0312] In such Figure 15 In the computer device 1000 shown, the network interface 1004 can provide network communication functions; the user interface 1003 is mainly used to provide an interface for user input; and the processor 1001 can be used to call the device control application stored in the memory 1005 to achieve:

[0313] Displaying a text upload interface for importing game text information, displaying the game text information in the text upload interface; the text upload interface is obtained in response to a first trigger operation on the game creation interface for the virtual game;

[0314] In response to a second trigger operation on the text upload interface, M material matching texts associated with the game text information are displayed. In response to a text confirmation operation on the M material matching texts, a building block component stream consisting of N building blocks is displayed in the game production interface; one building block component is used to map one or more material matching texts; M and N are both positive integers;

[0315] Based on the building block component flow, the game screen of the virtual game is displayed in the game production interface.

[0316] It should be understood that the computer device 1000 described in the embodiment of the present application can execute the above Figure 3 or Figure 9The description of the text data processing method in the corresponding embodiment can also be performed Figure 13 In the corresponding embodiment, the text data processing device 1 or Figure 14 The description of the text data processing device 2 in the corresponding embodiment will not be repeated here. In addition, the description of the beneficial effects of adopting the same method will not be repeated here either.

[0317] In addition, it should be pointed out that the embodiment of the present application also provides a computer-readable storage medium, and the computer-readable storage medium stores a computer program executed by the text data processing device 1 or the text data processing device 2 mentioned above, and the computer program includes program instructions. When the processor executes the program instructions, it can execute the above-mentioned Figure 3 or Figure 9 The description of the text data processing method in the corresponding embodiment will therefore not be repeated here. In addition, the description of the beneficial effects of using the same method will not be repeated here. For technical details not disclosed in the computer-readable storage medium embodiment involved in this application, please refer to the description of the method embodiment of this application.

[0318] In addition, it should be noted that: the embodiment of the present application also provides a computer program product or computer program, which may include computer instructions, which may be stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor may execute the computer instructions, so that the computer device performs the above Figure 3 or Figure 9 The description of the text data processing method in the corresponding embodiment will therefore not be repeated here. In addition, the description of the beneficial effects of using the same method will not be repeated here. For technical details not disclosed in the computer program product or computer program embodiments involved in this application, please refer to the description of the method embodiments of this application.

[0319] Those skilled in the art will appreciate that all or part of the processes in the above-described method embodiments can be implemented by instructing related hardware through a computer program. The computer program can be stored in a computer-readable storage medium. When executed, the program can include the processes in the above-described method embodiments. The storage medium can be a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM).

[0320] The above disclosure is only a preferred embodiment of the present application, and certainly cannot be used to limit the scope of rights of the present application. Therefore, equivalent changes made according to the claims of the present application are still within the scope covered by the present application.

Claims

1. A text data processing method, characterized in that: include: Displaying a text upload interface for importing game text information, and displaying the game text information in the text upload interface; The text upload interface is obtained in response to a first triggering operation on the game making interface for the virtual game; In response to a second trigger operation on the text upload interface, performing text analysis on the game text information to obtain and display M material matching texts associated with the game text information; in response to a text confirmation operation on the M material matching texts, displaying a building block component stream consisting of N building block components in the game production interface; one building block component is used to map one or more material matching texts; and both M and N are positive integers; Based on the building block component flow, a game screen of the virtual game is displayed in the game production interface.

2. The method according to claim 1, characterized in that The text upload interface for importing game text information is displayed, and the game text information is displayed in the text upload interface, including: Displaying a game production interface for producing a virtual game; the game production interface includes a text import control for instructing to import game text information associated with the virtual game; In response to a first trigger operation on the text import control, displaying a text upload interface for importing the game text information; the text upload interface includes a text entry area; In response to a text upload operation on the text upload interface, the game text information is displayed in the text entry area.

3. The method according to claim 2, characterized in that The displaying of the game text information in the text input area in response to the text upload operation on the text upload interface includes: In response to a text upload operation on the text input area in the text upload interface, using text information corresponding to the text upload operation as the game text information; The game text information is displayed in the text entry area.

4. The method according to claim 2, characterized in that The text upload interface includes a file upload control for uploading game text files; The displaying of the game text information in the text input area in response to the text upload operation on the text upload interface includes: In response to a text upload operation on the file upload control, displaying a file selection interface for selecting the game text file; In response to a file selection operation on the file selection interface, using the text file corresponding to the file selection operation as the game text file, and using text information in the game text file as the game text information; In response to a file confirmation operation on the file selection interface, the game text information is displayed in the text entry area.

5. The method according to claim 1, wherein The method of displaying M material matching texts associated with the game text information in response to a second trigger operation on the text upload interface, and displaying a building block component flow composed of N building block components in the game production interface in response to a text confirmation operation on the M material matching texts, includes: In response to a second trigger operation on the text upload interface, displaying a text material list corresponding to the game text information in the text upload interface; the text material list is composed of M material matching texts associated with the game text information; In response to a text confirmation operation for the M material matching texts, the M material matching texts are converted into building block mapping to obtain N building block components associated with the M material matching texts, and a building block component flow composed of the N building block components is displayed in the game production interface.

6. The method according to claim 5, characterized in that The step of displaying a text material list corresponding to the game text information in the text upload interface in response to the second trigger operation on the text upload interface includes: In response to a second trigger operation on the text upload interface, segmenting the game text information based on a text segmentation strategy associated with the game text information to obtain game text lines of the game text information; Based on the text material library of the virtual game, the game text line is parsed to obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts; Based on the M material matching texts and the text type identifiers corresponding to the M material matching texts, a text material list corresponding to the game text information is obtained, and the text material list is displayed in the text upload interface.

7. The method according to claim 6, characterized in that In response to a second trigger operation on the text upload interface, the game text information is segmented based on a text segmentation strategy associated with the game text information to obtain game text lines of the game text information, including: In response to a second trigger operation on the text upload interface, obtaining a text segmentation strategy associated with the game text information; the text segmentation strategy includes a first segmentation identifier for performing text segmentation processing and a second segmentation identifier for performing text line processing; searching the game text information for a text identifier identical to the first segmentation identifier, and performing text segmentation processing on the game text information based on the found first text identifier to obtain game text segments of the game text information; A text identifier identical to the second segmentation identifier is searched for in the game text segment, and the game text segment is subjected to text line segmentation processing based on the found second text identifier to obtain game text lines of the game text information.

8. The method according to claim 6, characterized in that The text material library based on the virtual game is used to perform text parsing on the game text line to obtain M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts, including: Acquire a text material library of the virtual game; the text material library includes a format material library and a type material library; one format text in the format material library corresponds to one format type; Based on the format text in the format material library, the game text line is divided into texts to obtain texts to be processed corresponding to the game text line; the texts to be processed include first texts to be processed; Using the format type corresponding to the formatted text as the text type identifier corresponding to the first to-be-processed text, and performing type classification on the text type identifier corresponding to the first to-be-processed text based on the type material library to obtain a first to-be-processed text having a first type identifier and a first to-be-processed text having a second type identifier; Performing material matching on the first text to be processed having the first type identifier and the sample text in the type material library to obtain a first material matching text corresponding to the first text to be processed; The first text to be processed with the second type identifier is used as the second material matching text corresponding to the first text to be processed. Based on the first material matching text, the second material matching text, the text type identifier corresponding to the first material matching text and the text type identifier corresponding to the second material matching text, M material matching texts associated with the game text information and the text type identifiers corresponding to the M material matching texts are obtained.

9. The method according to claim 8, characterized in that The type of material library includes a first type of material library and a second type of material library; the first type of material library is provided by the game object; the second type of material library is provided by the application client corresponding to the virtual game; The step of performing material matching on the first to-be-processed text having the first type identifier and the sample text in the type material library to obtain a first material matching text corresponding to the first to-be-processed text includes: Performing material matching on the first to-be-processed text having the first type identifier and the first sample text in the first type material library to obtain a first material matching result; If the first material matching result indicates a match failure, performing material matching on the first to-be-processed text with the first type identifier and the second sample text in the second type material library to obtain a second material matching result; Based on the second material matching result, a first material matching text corresponding to the first to-be-processed text is obtained.

10. The method according to claim 9, characterized in that The obtaining, based on the second material matching result, a first material matching text corresponding to the first to-be-processed text includes: If the second material matching result indicates a successful match, taking the second sample text in the second type material library that matches the first to-be-processed text with the first type identifier as the first material matching text corresponding to the first to-be-processed text; If the second material matching result indicates a matching failure, an auxiliary text associated with the first text to be processed having the first type identifier is obtained, and the auxiliary text is used as the first material matching text corresponding to the first text to be processed.

11. The method according to claim 8, characterized in that The text to be processed includes a second text to be processed; The obtaining, based on the first material matching text, the second material matching text, the text type identifier corresponding to the first material matching text, and the text type identifier corresponding to the second material matching text, M material matching texts associated with the game text information and the text type identifiers corresponding to the M material matching texts includes: Performing material matching on the second to-be-processed text and the sample text in the type material library to obtain a third material matching text corresponding to the second to-be-processed text, and using the sample type identifier corresponding to the target sample text matched in the type material library as the text type identifier corresponding to the third material matching text; Based on the first material matching text, the second material matching text, the third material matching text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, and the text type identifier corresponding to the third material matching text, M material matching texts associated with the game text information and the text type identifiers corresponding to the M material matching texts are obtained.

12. The method according to claim 11, characterized in that The obtaining, based on the first material matching text, the second material matching text, the third material matching text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, and the text type identifier corresponding to the third material matching text, M material matching texts associated with the game text information and text type identifiers corresponding to the M material matching texts includes: Acquire a text to be processed having a target text type identifier from the first text to be processed and the second text to be processed, and count the number of identifier types corresponding to the target text type identifier from the acquired text to be processed; Recording the statistical timestamp of each target text type identifier, determining the order of appearance of each target text type identifier based on the recorded statistical timestamp, and determining the position material text corresponding to each target text type identifier based on the number of identifier types and the order of appearance; Based on the first material matching text, the second material matching text, the third material matching text, the position material text, the text type identifier corresponding to the first material matching text, the text type identifier corresponding to the second material matching text, the text type identifier corresponding to the third material matching text and the text type identifier corresponding to the position material text, M material matching texts associated with the game text information and the text type identifiers corresponding to the M material matching texts are obtained.

13. The method according to claim 5, characterized in that In response to a text confirmation operation on the M material matching texts, performing a building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts, and displaying a building block component flow composed of the N building block components in the game production interface, including: In response to a text confirmation operation on the M material matching texts, performing a building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts; Obtaining list display parameters of the M material matching texts in the text material list, and displaying an animation of a building block component flow composed of the N building block components in the text upload interface based on the list display parameters; In response to an animation confirmation operation for the animation of the building block component flow, the text upload interface is switched to the game production interface, and the building block component flow is displayed in the game production interface.

14. The method according to claim 13, characterized in that In response to the text confirmation operation on the M material matching texts, performing building block mapping conversion on the M material matching texts to obtain N building block components associated with the M material matching texts, including: In response to a text confirmation operation on the M material matching texts, obtaining a building block component tool for performing building block mapping conversion, and converting the M material matching texts into a building block mapping file through the building block component tool; The building block mapping file is converted into a building block mapping file by the building block component tool to obtain N building block components associated with the M material matching texts.

15. The method according to claim 5, characterized in that The method further comprises: In response to a text update operation on the M material matching texts, taking the material matching text corresponding to the text update operation as a target material matching text; In the text material list, the list column where the target material matching text is located is updated, an updated text material list is obtained based on the updated list column, and the updated text material list is displayed in the text upload interface.

16. The method according to claim 1, wherein The game making interface further includes L building block component clusters for indicating updating the building block component stream; one building block component cluster corresponds to one building block type; Said L is a positive integer; The method further comprises: In response to a building block component cluster L in the L building block component clusters i The component cluster selection operation is performed to display the building block component cluster L on a sub-interface independent of the game production interface. i K building block components; K is a positive integer; i is a positive integer less than or equal to L; In response to a building block selection operation on the K building block components, the building block component corresponding to the building block selection operation is used as a first building block component, the first building block component is added to the building block component stream, and the building block component stream with the first building block component added is used as a first updated building block component stream.

17. The method according to claim 1, wherein The method further comprises: In response to a building block update operation on the building block component stream, using the building block component corresponding to the building block update operation as a second building block component; The second building block component is updated in the building block component stream, and the updated building block component stream is used as a second updated building block component stream.

18. A text data processing device, characterized in that: include: A text display module, configured to display a text upload interface for importing game text information, and display the game text information in the text upload interface; The text upload interface is obtained in response to a first triggering operation on the game making interface for the virtual game; a building block flow display module, configured to, in response to a second trigger operation on the text upload interface, perform text analysis on the game text information, obtain and display M material matching texts associated with the game text information, and, in response to a text confirmation operation on the M material matching texts, display a building block component flow consisting of N building block components in the game production interface; A building block component is used to map one or more material matching texts; both M and N are positive integers; A game rendering module is used to display the game screen of the virtual game in the game production interface based on the building block component flow.

19. A computer device, characterized in that: include: processor and memory; The processor is connected to a memory, wherein the memory is used to store a computer program, and the processor is used to call the computer program so that the computer device executes the method according to any one of claims 1 to 17.

20. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which is suitable for being loaded and executed by a processor, so that a computer device having the processor executes the method according to any one of claims 1 to 17.