Action effect display method and device, and electronic device
By generating and displaying the effect indication information of target scene components in the game editing scene, the problems of poor scalability and unintuitive expression of force components in the prior art are solved, realizing the visual expression of the effect and rich gameplay editing.
Patent Information
- Application Number
- CN202311101389.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-29
- Publication Date
- 2026-08-25
- Estimated Expiration
- 2043-08-29
AI Technical Summary
The force components in existing game editors can only provide a unidirectional, uniformly distributed force area, which has poor scalability and is not intuitive enough to reflect the editing process of multi-directional, multi-shaped and non-uniform force fields.
By generating target scene components in the game editing scene and displaying component action indication information based on editing operations, including the force source, direction of action, and force distribution, the effect of the action can be visualized.
This allows players to clearly understand the effects and rules of force, which helps in editing richer gameplay and improves the intuitiveness and scalability of game editing.
Smart Images

Figure CN117282105B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game editing technology, and in particular to a method, apparatus, and electronic device for displaying effects. Background Technology
[0002] The game editor's component library includes force components, which players can place in the game editing scene and adjust their size and the direction of the force area. However, this method only provides a unidirectional, uniformly distributed force area, resulting in poor scalability and an unintuitive representation of force components within the game editing scene. Summary of the Invention
[0003] The purpose of this invention is to provide a method, device, and electronic device for displaying the effects of forces in a game editing scene, so that players can clearly understand the effects and rules of each force.
[0004] In a first aspect, the present invention provides a method for displaying effects, the method comprising: providing a graphical user interface for a game editing stage via a terminal device, the graphical user interface including a game editing scene, the game editing scene including a target editing component; responding to a trigger operation on the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; responding to an editing operation on the target scene component, displaying corresponding component effect indication information in the target scene component based on component attribute parameters determined by the editing operation, so as to indicate the effect produced by the target scene component after being triggered during the game running stage; wherein, the component attribute parameters include at least force parameters, and the component effect indication information includes one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution.
[0005] Secondly, the present invention provides an effect display device, comprising: an interface display module for providing a graphical user interface for a game editing stage via a terminal device, the graphical user interface including a game editing scene, the game editing scene including a target editing component; a component triggering module for responding to a triggering operation on the target editing component and controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; and an information display module for responding to an editing operation on the target scene component and displaying corresponding component effect indication information in the target scene component based on component attribute parameters determined by the editing operation, so as to indicate the effect produced by the target scene component after being triggered during the game running stage; wherein, the component attribute parameters include at least force parameters, and the component effect indication information includes one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution.
[0006] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to achieve the above-mentioned effect display method.
[0007] Fourthly, the present invention provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the aforementioned method for displaying effects.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] This invention provides a method, apparatus, and electronic device for displaying effects. First, in response to a trigger operation on a target editing component in a game editing scene, a target scene component corresponding to the target editing component is generated within the game editing scene. Then, in response to an editing operation on the target scene component, corresponding component effect indication information is displayed in the target scene component based on the component attribute parameters determined by the editing operation. This indicates the effect produced after the target scene component is triggered during game execution. The component attribute parameters include at least force parameters, and the component effect indication information includes one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution. In this method, the component effect indication information allows for a visual representation of the force source, direction, and distribution corresponding to the target scene component, enabling players to clearly understand the effects and rules of the force, thus helping them create richer gameplay.
[0010] Other features and advantages of the invention will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a method for displaying the effect provided in an embodiment of the present invention;
[0014] Figure 2 This is a schematic diagram showing the editable components included in the component library provided in this embodiment of the invention;
[0015] Figure 3 A schematic diagram of three target editing components provided in embodiments of the present invention;
[0016] Figure 4 A schematic diagram of the first identifier provided in an embodiment of the present invention;
[0017] Figure 5 This is a schematic diagram showing the component function indication information corresponding to different function types provided in the embodiments of the present invention;
[0018] Figure 6 This is a schematic diagram of the structure of an effect display device provided in an embodiment of the present invention;
[0019] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0021] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.
[0022] The game editor's component library includes force components, which players can place in the game editing scene and adjust their size and the direction of the force area. However, this method only provides a unidirectional, uniformly distributed force area through force components. Furthermore, the appearance and interaction of these components are simple, with poor scalability. They lack the ability to intuitively convey the necessary attributes for editing multi-directional, multi-shaped, and non-uniform force fields. Additionally, the expression of force components in the game editing scene is not intuitive enough to clearly reflect the impact of the force parameters set by the player.
[0023] To address the aforementioned issues, embodiments of the present invention provide a method, apparatus, and electronic device for displaying force effects. This technology can be applied to game editing scenarios in game editors, particularly to editing scenarios targeting force areas.
[0024] In one embodiment of this disclosure, the effect display method can run on a local terminal device or a server. When the effect display method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0025] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of effects and display methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0026] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0027] In one possible implementation, embodiments of the present invention provide a method for displaying the effect, such as... Figure 1 As shown, the method includes the following specific steps:
[0028] Step S102: Provide a graphical user interface for the game editing stage through a terminal device. The graphical user interface includes a game editing scene, which includes a target editing component.
[0029] The aforementioned terminal devices can be either the local terminal devices mentioned earlier or client devices within the aforementioned cloud interaction system. Specifically, terminal devices can be mobile phones, computers, tablets, etc. The aforementioned game editing scene is a scene provided by the game program, or it can be understood as a scene provided by the game editor. In the game editing scene, editable components can be edited, and the edited components are designated as scene components within the game editing scene. In practical applications, when a player triggers a game editing command, the game editing scene can be displayed in the graphical user interface. This game editing command can be determined according to the game rules. For example, the editing command could be an operation to enter the game editor; or it could be an operation to select a scene map for editing, etc.
[0030] In one specific embodiment, the aforementioned game editing scene includes multiple editable components, which are typically components from a component library. Players can trigger an editable component to generate a corresponding scene component within the game editing scene. The target editable component included in the aforementioned game editing scene can be any one of the multiple editable components, or it can be a specific editable component. Specifically, the component types and forms of the editable components included in the aforementioned component library can be set according to development needs.
[0031] like Figure 2 The diagram shown is a display illustration of editable components included in a component library according to an embodiment of the present invention. Figure 2The rectangle corresponding to number 1 represents the component library. This library contains multiple types of editable components, including: structural components, furniture components, environmental components, mechanism components, biological components, and combination components. Each type of editable component also contains multiple editable components. For example, Figure 2 The component category of mechanisms also includes motion mechanism components, functional mechanism components, logic components, object components, and floor components. Among them, motion mechanism components include cylinders, gears, cross gears, clockwise turntables, etc.
[0032] Step S104: Respond to the trigger operation for the target editing component and control the generation of the target scene component corresponding to the target editing component in the game editing scene.
[0033] The aforementioned triggering operations for the target editing component can be operations such as dragging the target editing component from the component library to the game editing scene, or clicking or long-pressing the target editing component. When the player triggers the target editing component, a target scene component corresponding to the function and shape of the target editing component will be generated in the game editing scene.
[0034] Step S106: In response to the editing operation on the target scene component, display the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation, so as to indicate the effect produced by the target scene component after it is triggered during the game operation phase; wherein, the component attribute parameters include at least the force parameters, and the component action indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force, and the distribution of the force.
[0035] The above editing operations typically involve editing the component attribute parameters of the target scene component. The specific parameters included in these component attribute parameters can be determined based on development needs or player settings. Specifically, these component attribute parameters may include force parameters, as well as size parameters, position parameters, etc. The force parameters may include one or more of the following: a first parameter for configuring the force source, a type parameter for configuring the force type, a second parameter for configuring the force magnitude, and a third parameter for configuring the force direction.
[0036] When adjusting component attribute parameters based on editing operations, or after obtaining the adjusted component attribute parameters based on editing operations, corresponding component effect indication information will be displayed in the target scene component based on the component attribute parameters. This indicates the effect produced after the target scene component is triggered during game execution. Specifically, the target scene component acts as a trigger during the game editing phase. When the object affected by the force collides with the target scene component, the corresponding effect of the target scene component is triggered. If the object affected by the force is located inside the target scene component, the object affected by the force is influenced by the corresponding effect of the target scene component. The object affected by the force can be a virtual character or virtual item in the game.
[0037] The aforementioned action indication information includes one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution. Here, the force source refers to the origin of the force, the direction of the force refers to the direction in which the force points, and the force distribution indicates the intensity of the force in various areas of the target scene component. This method allows visualization of the effects of the forces generated by the target scene component after it is triggered during game execution within the game editing area; that is, it visualizes the force source, direction, and distribution of the force through the component action indication information.
[0038] The present invention provides a method for displaying the effect of a component. By using component effect indication information, the method can visually express the force source, direction, and distribution of the target scene component, enabling players to clearly understand the effect and rules of the force, and helping players to create richer gameplay.
[0039] The following preferred embodiments describe a method for generating target scene components.
[0040] Specifically, the above-mentioned response to the triggering operation of the target editing component controls the specific process of generating a target scene component corresponding to the target editing component in the game editing scene, which may include: responding to the triggering operation of the target editing component and controlling the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein, the specified shape includes a three-dimensional solid shape; wherein, the three-dimensional solid shape is used to limit the triggering range of the effect corresponding to the target scene component.
[0041] In practice, the specified shape corresponding to the target editing component is pre-set. This specified shape is a fixed three-dimensional solid shape, which can be any shape, determined according to development needs or player settings. For example, the three-dimensional solid shape can be a sphere, cylinder, cube, or tripartite, etc. This three-dimensional solid shape limits the triggering range of the effect corresponding to the target scene component. That is, the effect of the target scene component will only be triggered if the object affected by the force is located within the unit solid shape corresponding to the target scene component. After the effect of the target scene component is triggered, the effect will affect the movement state of the object affected by the force. This movement state can include movement speed, movement direction, and standing direction, etc.
[0042] It should be noted that the force or effect of the target scene component mentioned in the embodiments of the present invention is calculated based on the component attribute parameters of the target scene component. Moreover, the force is not contained within the target scene component; rather, the target scene component acts as a trigger for the force. The force is only calculated based on the component attribute parameters of the target scene component when the object affected by the force collides with the target scene component, thereby influencing the movement of the object affected by the force.
[0043] In one specific embodiment, the component library may contain three types of three-dimensional target editing components: sphere-shaped target editing components, cube-shaped target editing components, and cylinder-shaped target editing components, such as... Figure 3 The diagram shows three target editing components. Apart from their different three-dimensional shapes, these three target editing components have the same functions.
[0044] In the above method, players can drag and drop a target editing component of a certain shape from the component library according to their needs, so as to form a scene component of that shape in the game editing scene, thereby meeting the player's personalized needs.
[0045] The following preferred embodiments describe a method for displaying component function indication information.
[0046] Specifically, the force parameter in the above component attribute parameters may include: a first parameter for configuring the force source; therefore, the specific process of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation may include: determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters; and displaying a first identifier for indicating the force source at the target display position in the target scene component.
[0047] In practical implementation, players can configure force parameters in the parameter setting panel corresponding to the target scene component. The first parameter in this force parameter is used to configure the position of the force source within the target scene component. In a specific embodiment, the force source includes one of the following: a point force source, a linear force source, and a planar force source. A point force source is typically a point, a linear force source is typically a line segment, and a planar force source is typically a plane. The first identifier corresponding to different shapes of force sources is also different: the first identifier of a point force source is a dot, the first identifier of a linear force source is a line segment, and the first identifier of a planar force source is a plane.
[0048] like Figure 4 The diagram shown is a schematic representation of the first identifier provided in an embodiment of the present invention. Figure 4 The dots in the first sphere represent the first identifier of a point-like force source, the gray line segments in the second sphere represent the first identifier of a line-like force source, and the gray planes in the second sphere represent the first identifier of a planar force source.
[0049] In an optional embodiment, the first parameter is a position parameter; this position parameter is used to indicate the position coordinates of the force source within the target scene component; based on this, the position coordinates indicated by the first parameter in the component attribute parameters can be determined as the target display position of the force source within the target scene component, thereby displaying a first identifier indicating the force source at the target display position within the target scene component. Specifically, the parameter setting panel of the target scene component includes a position parameter for setting the position coordinates of the force source, allowing players to set any position within the target scene component as the location of the force source as needed.
[0050] In another optional embodiment, the first parameter is a type parameter; this type parameter indicates the type of force action in the target scene component; different action types are configured with corresponding preset positions of the force source in the target scene component; that is, the preset positions of the force source in the target scene component for each action type are set by the system and cannot usually be modified by the player, but the player can also customize the position of the force source in the target scene component through the above position parameter. Based on this, after determining the type parameter, the preset position configured by the action type in the component attribute parameter can be determined as the target display position of the force source in the target scene component, thereby displaying the first identifier indicating the force source at the target display position in the target scene component.
[0051] In specific implementations, the preset location for the action type configuration includes one of the following: the geometric center of the three-dimensional solid shape corresponding to the target scene component, the central axis of the three-dimensional solid shape corresponding to the target scene component, and a preset surface within the three-dimensional solid shape corresponding to the target scene component. Specifically, the central axis is typically a line segment passing through the geometric center of the three-dimensional solid shape, and the preset surface is typically a plane passing through the central axis.
[0052] Specifically, the shapes of force sources of different types are usually different, and therefore, the positions or regions of different force sources within the target scene component are different. Typically, point force sources are located at the geometric center of the three-dimensional shape, linear force sources are located on the central axis of the three-dimensional shape, and planar force sources are located on a preset surface of the three-dimensional shape.
[0053] Furthermore, the aforementioned force parameters can include: a second parameter configuring the magnitude of the force; the specific process of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation can include: determining the force distribution within the target scene component according to the force magnitude indicated by the second parameter in the component attribute parameters; and displaying a second identifier in the target scene component to indicate the force distribution corresponding to the target scene component.
[0054] In practical implementation, the force distribution indicates the intensity of the force within the target scene component. The force intensity is directly proportional to the magnitude of the force; that is, the greater the force, the stronger the force within the target scene component. Specifically, the parameter settings panel of the target scene component may include a second parameter for setting the force magnitude. Players can input a value as needed, which will be used as the force magnitude, or they can select a force magnitude value corresponding to a provided option. Based on the force magnitude indicated by the second parameter, the force intensity in each area within the target scene component can be determined, and a second indicator will be displayed in the target scene component according to the force intensity in each area. Specifically, the display style of the second indicator is usually different for different force intensities, allowing players to clearly understand the force distribution within the target scene component.
[0055] In an optional embodiment, the aforementioned force parameters include: a type parameter configuring the type of force action within the target scene component; different type parameters indicate different force types, and the distribution calculation method for determining the force distribution within the target scene component varies accordingly. That is, the distribution calculation method corresponding to each force type is pre-set by the system. Specifically, the distribution calculation method corresponding to each force type is configured as one of the following: determining the force magnitude indicated by the second parameter as the force magnitude within the target scene component, and ensuring that the force magnitudes within the target scene component are the same; or determining the force magnitude indicated by the second parameter as the force magnitude at the location of the force source, and ensuring that the force magnitude within the target scene component is inversely proportional or directly proportional to the distance from the force source (i.e., the closer the distance to the force source, the greater the force; or the closer the distance to the force source, the smaller the force, etc.).
[0056] In practical applications, different types of force sources calculate the distance between a point in the target scene component and the location of the force source in different ways. For example, for a point force source, the Euclidean distance between the point in the target scene component and the location of the point force source is calculated; for linear force sources and planar force sources, the perpendicular distance between the point in the target scene component and the line segment of the linear force source or the plane of the planar force source is calculated.
[0057] In practical implementation, the aforementioned second identifier includes a color identifier; different color identifiers correspond to different force intensities; therefore, when displaying the second identifier in the target scene component, the color identifier corresponding to each area within the target scene component can be determined based on the force intensity indicated by the force distribution within the target scene component, and the corresponding color identifier can be used to display each area within the target scene component. Specifically, when the force is uniformly distributed within the target scene component, the force magnitude is the same in each area of the target scene component, so the target scene component is displayed as a single color using the color identifier; when the force is unevenly distributed within the target scene component, the force magnitude gradually decreases or gradually increases within the target scene component, so the target scene component is displayed as a gradient color using the color identifier. For example, if a darker color identifier indicates a stronger force in that area of the target scene component, then dark blue can represent the position with the maximum force intensity, and white can represent the position with the minimum force intensity, with a gradual transition. The lighter the color of the transition part, the smaller the force intensity.
[0058] In another optional embodiment, the component attribute parameters further include color parameters, which are used to configure the color of the target scene component. Based on this, in response to the fact that the magnitude of the force is the same in the target scene component, the target scene component is displayed using the color indicated by the color parameter; or, in response to the fact that the force is not uniformly distributed in the target scene component, based on the color indicated by the color parameter and the force intensity in each area of the target scene component, the color identifier corresponding to each area in the target scene component is determined, and the corresponding color identifier is used to display each area in the target scene component.
[0059] In practice, players can set the color indicated by the color parameter according to their needs, such as red or blue. By setting the color of the target scene components, players can easily identify which components are part of the target scene during game editing. When the force intensity is uniform within the target scene components, the color of the target scene components can be set to the color indicated by the color parameter. When the force is not uniformly distributed within the target scene components, the force intensity usually gradually increases or decreases. Therefore, the color indicated by the color parameter can be used as a base, and the shade of the color can be adjusted according to the force intensity, so that different shades of the same hue can be displayed for the target scene components. For example, if the color parameter indicates green, then the force intensity in the dark green areas of the target scene components is greater than that in the light green areas.
[0060] In an optional embodiment, the aforementioned component attribute parameters further include a force attenuation rate with distance, which indicates the rate at which the force magnitude changes with distance; and a force distribution, which indicates the force intensity within the target scene component. Based on this, when determining the force distribution within the target scene component, the force intensity in each region within the target scene component can be determined based on the force magnitude indicated by the second parameter and the force attenuation rate with distance. The force attenuation rate with distance can be negative or positive. When the force attenuation rate with distance is negative, the closer to the force source, the smaller the force; when the force attenuation rate with distance is positive, the closer to the force source, the larger the force.
[0061] In another optional embodiment, when the force attenuates within the target scene component, a reverse force may occur. Based on this, it can be determined whether there are two opposing forces within the target scene component based on the magnitude of the force indicated by the second parameter, the force attenuation rate with distance, and the position of the force indicated by the second parameter within the target scene component. In response to the presence of two opposing forces within the target scene component, the areas corresponding to the two opposing forces are displayed in the target scene component using a first color and a second color, respectively. Specifically, the specific colors of the first and second colors can be determined according to development needs or player settings, and the first and second colors are different colors, for example, the first color is blue and the second color is red, thereby distinguishing areas of forces in different directions.
[0062] In practical implementation, the magnitude of the force corresponding to the force source can be positive, and the force attenuation rate with distance can also be positive. Therefore, the farther away from the force source, the smaller the force, which may even attenuate to zero or a negative value. When the force attenuates to a negative value, a reverse force will occur. Specifically, in the target scene component, the corresponding action direction is displayed in the area shown in the first color and the area shown in the second color, respectively; the force magnitude corresponding to the boundary between the area shown in the first color and the area shown in the second color in the target scene component is zero.
[0063] Furthermore, the aforementioned force parameters include: a third parameter for configuring the direction of action; the specific process of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation may also include: determining the direction of action of the force within the target scene component according to the third parameter in the component attribute parameters; and displaying a third identifier in the target scene component to indicate the direction of action.
[0064] In practical implementation, the parameter setting panel of the target scene component includes a control for setting the direction of action. Players can input coordinate values into this control, and the direction of action is determined based on the input coordinate values. Players can also select a direction from the given direction options. The display format of the aforementioned third identifier can be determined according to development needs. For example, the third identifier can be a line segment with an arrow or an arrow symbol, etc., where the direction pointed to by the arrow is the direction of action.
[0065] In an optional embodiment, the direction of action indicated by the third parameter in the component attribute parameters can be directly determined as the direction of action of the force within the target scene component, thereby displaying a third identifier in the target scene component to indicate the direction of action.
[0066] In another optional embodiment, the aforementioned force parameters further include: a type parameter configuring the type of force action within the target scene component; different action types are configured with corresponding action direction representations; the action direction representation includes one of the following: using the action direction indicated by the third parameter as the action direction within the target scene component, the action direction pointing towards the force source, or the action direction extending outward from the force source (in the case of a point force source), and the action direction perpendicular to the force source (in the case of a linear or planar force source). Based on this, the action direction within the target scene component can be determined based on the action direction representation corresponding to the action type indicated by the component attribute parameters.
[0067] Furthermore, different action types are configured with corresponding identifier display formats. These formats include one of the following: displaying a third identifier on the central axis of the target scene component, where the direction the third identifier points is the action direction; if the force source is a point-based force source, establishing a target coordinate system centered on the point-based force source, and displaying a third identifier pointing outwards from or towards the point-based force source along the three axes of the target coordinate system; if the force source is a linear or planar force source, displaying a third identifier perpendicular to the force source in the target scene component. The three axes of the target coordinate system are parallel to the X, Y, and Z axes of the world coordinate system.
[0068] In practical implementation, different types of force sources typically appear depending on the type of effect. The effect type is similar to a gravity field, and can include, but is not limited to: a first type whose effect range covers the entire scene area of the game editing scene; a second type whose effect direction points in a specified direction; a third type whose effect direction points to or extends outward from a point-like force source; a fourth type whose effect direction is perpendicular to the location of a linear force source; and a fifth type whose effect direction is perpendicular to the location of a planar force source. The specified direction can be determined based on development needs or player settings; this specified direction is the configured effect direction.
[0069] In practical applications, the component action indication information displayed in the target scene component based on the component attribute parameters may include one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution. Typically, the component action indication information displayed in the target scene component may differ depending on the type of force acting on that component. In one specific embodiment, the first action type can be called a global field. The component action indication information corresponding to the global field only includes the action direction and action distribution, and does not include the force source. The second action type can be called a unidirectional gradient field. The action direction of the unidirectional gradient field only points in a certain direction, and the magnitude of the force increases or decreases in that direction. Therefore, the component action indication information corresponding to the unidirectional gradient field only includes the action direction and action distribution. The third action type can be called a point radiation field. The force source of the point radiation field is a point force source, and the action direction will point to the point force source in a 360-degree direction or point outward from the point force source. The fourth action type can be called a linear radiation field. The force source of the linear radiation field is a linear force source, and the action direction will surround the linear force source and be perpendicular to the linear force source. Therefore, the component action indication information corresponding to the third and fourth action types usually displays the force source, action direction, and force distribution.
[0070] like Figure 5 The diagram shown is a schematic representation of the component function indication information corresponding to different function types provided in an embodiment of the present invention. Figure 5 The diagram illustrates component action indication information for three different 3D dimensional target scene components under four action types. In the target scene component corresponding to the global field, the downward arrow indicates that the direction of the force is vertically downward, and since all target scene components are the same color, the force intensity is the same across all areas within the target scene component, meaning the force distribution is uniform. In the target scene component corresponding to the unidirectional gradient field, the magnitude of the force varies according to the set force decay rate with distance. Figure 5 The unidirectional gradient field shows the presence of reverse effects, specifically the right-hand component display. Downward arrows indicate that the force acting on the target scene component is vertically downward, and upward arrows indicate that the force acting on the target scene component is vertically upward. Specifically, the directions of action for the global field and the unidirectional gradient field are represented by arrows parallel to the camera and passing through the centroid. In the unidirectional gradient field, the color of the target scene component is gradient, indicating that the force distribution within the target scene component is non-uniform; different colors represent different force intensities.
[0071] In the target scene components corresponding to point radiation fields and line radiation fields, the magnitude of the force varies depending on the set force attenuation rate with distance. Figure 5 The midpoint and linear radiation fields show the presence of reverse forces, as indicated by the right-hand component in each field. The areas corresponding to the reverse force and the forward force within the target scene component are displayed in different colors. In both the midpoint and linear radiation fields, the target scene component's color is gradient, indicating a non-uniform force distribution within the component; different colors represent different force intensities. The target scene component corresponding to the midpoint radiation field displays a point-like force source (e.g.,...). Figure 5 The point radiation field, located at the geometric center of the target scene component, is an arrow pointing outwards or towards the point force source along the three axes of the target coordinate system centered on the point force source. Linear force sources (such as...) are displayed in the target scene component corresponding to the linear radiation field. Figure 5 The direction of the linear radiation field is represented by four arrows perpendicular to the linear force source (the line segment on the central axis of the target scene component).
[0072] It should be noted that, depending on the type of action, the position of the force source corresponding to the point radiation field and the line radiation field may deviate from the centroid under the player's configuration. Consequently, the color of the color indicator used to represent the force distribution and the position of the arrow used to represent the direction of action will also shift.
[0073] In the aforementioned method, addressing the visualization needs of players during the editing process and the future need for more complex force rules, this method can specify the external force rules based on common sense, ensuring players maintain a consistent level of recognition for the effects of different shapes. Simultaneously, it visualizes the source, direction, and intensity changes of each force. Furthermore, this method provides a common-sense representation of situations where objects experience forces in opposite directions within target scene components. This allows players to accurately understand the force situation corresponding to each target scene component, facilitating personalized editing of game scenes.
[0074] The following preferred embodiments describe a method for editing target scene components.
[0075] Specifically, a settings control is displayed in the graphical user interface; the process of responding to the editing operation of the target scene component and displaying the corresponding component function indication information in the target scene component based on the component attribute parameters determined by the editing operation can also be achieved through the following steps 10-11:
[0076] Step 10: In response to the selected target scene component and the triggered operation of the setting control, display the parameter setting panel in the graphical user interface; wherein, the parameter setting panel includes multiple editable controls, which are used to configure the component attribute parameters corresponding to the scene component.
[0077] Players can click or long-press on a target scene component in the game's editing scene to select it. Once the target scene component is selected, a settings control is triggered, which displays a parameter settings panel in the graphical user interface. This parameter settings panel is used to set the component attribute parameters corresponding to the target scene component.
[0078] In one specific embodiment, the parameter setting panel includes at least one editable control from the following categories: an editable control for configuring the location of the force source, an editable control for configuring the type of action, an editable control for configuring the magnitude of the force, an editable control for configuring the direction of action, an editable control for configuring the attenuation rate of the force with distance, an editable control for configuring the force mixing method, an editable control for configuring the priority of action, and an editable control for configuring the objects affected by the action. The editable controls displayed in the parameter setting panel will differ depending on the type of action.
[0079] The virtual objects mentioned in the above embodiments are also the objects affected by the forces. These objects can be influenced by the forces within the target scene components. They can be virtual characters, virtual items, or dynamic or static objects in the game scene. The aforementioned force priority refers to the triggering priority of forces when the forces corresponding to two target scene components overlap; generally, higher-level forces trigger first. The force mixing method refers to determining the mixing method of forces corresponding to the overlapping areas when force regions with the same trigger priority overlap. This force mixing method is pre-set, and multiple methods can be included, allowing players to set them according to their needs or development requirements. Specifically, the force mixing method includes one of the following: calculating the sum of forces in the overlapping areas; calculating the average value of forces corresponding to the overlapping areas; or taking the maximum force in the overlapping areas.
[0080] Step 11: Respond to the setting operation for the parameter setting panel, adjust the component attribute parameters corresponding to the target scene component, and while adjusting the component attribute parameters, display the component function indication information determined based on the adjusted component attribute parameters in the target scene component.
[0081] In practice, the specific operations described above can be determined based on player input. Players can set the component attribute parameters corresponding to the target scene component by inputting values or selecting controls from the multiple editable controls displayed in the parameter settings panel. While adjusting the component attribute parameters, the graphical user interface will display in real-time changes in the component's effect indicator information within the target scene component based on the adjusted parameter parameters. This allows players to clearly understand whether the effect of the current target scene component meets their needs, enhancing the player's editing experience.
[0082] In an optional embodiment, the parameter setting panel further includes a force demonstration control; this force demonstration control can be displayed at any position in the parameter setting panel. Based on this, in response to a trigger operation on the force demonstration control, the graphical user interface displays the dynamic change of a third marker displayed in the target scene component, indicating the direction of force, along the direction of force. During this dynamic change, the length of the third marker changes with the magnitude of the force, and the direction indicated by the third marker also changes with the direction of force. This method allows players to intuitively understand the effect of the target scene component through animation.
[0083] For example, if the third identifier is represented by an arrow, then along the direction of action, the arrow will gradually move from the source of the force to the edge of the target scene component; if there is a corresponding reverse force within the target scene component, during the demonstration, two arrows will appear moving along the axis of a certain direction of action, and these two arrows will disappear at the position where the force is 0, thus ending the demonstration.
[0084] Furthermore, the parameter settings panel also includes a switch control; this switch control configures whether the target scene component is visible in the game scene generated based on the game editing scene. That is, when the player turns on the switch control, the 3D shape corresponding to the target scene component will be displayed in the game scene provided during gameplay; if the player turns off the switch control, the 3D shape corresponding to the target scene component will not be displayed in the game scene. When the 3D shape corresponding to the target scene component is not visible in the game scene, it allows for new directions to explore in puzzle-solving gameplay, thus enabling hidden gameplay elements to be discovered by the player. If the 3D shape corresponding to the target scene component is visible in the game scene, the player will clearly understand the force effects corresponding to each area, which helps in quickly completing the game.
[0085] Furthermore, the graphical user interface includes a scaling control; in response to a trigger operation on the scaling control, three axis markers of a preset coordinate system are displayed on the target scene component; each axis marker is configured with a corresponding preset axis; in response to an adjustment operation on the target axis marker, the size of the target scene component on the preset axis corresponding to the target axis marker is adjusted to obtain the target scene component with adjusted size; wherein, the target axis marker is one of the three axis markers. The adjustment operation can be a drag operation or a click operation on the target axis marker, etc. The range of force can be adjusted by adjusting the size of the target scene component.
[0086] The following examples describe how game scene information is generated and how the game runs.
[0087] Furthermore, the aforementioned graphical user interface includes a first interactive control; responding to a trigger operation on the first interactive control, it controls the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; and controls the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program. The aforementioned terminal device can be a terminal device that touches the first interactive control, or it can be other terminal devices that communicate with the server.
[0088] After triggering the first interactive control via a terminal device, game scene information corresponding to the game editing scene can be generated. This game scene information can be saved in a preset location, which can be a map file. This map file can save not only the game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After saving the game scene information, the map file is uploaded to the server. Once the server approves the data, it can publish the game scene generated from the game scene information to a preset map pool. Terminal devices connected to the server can then download the corresponding game scene information from the server and generate the corresponding game scene based on the game program, allowing players to experience the game within that scene. This method allows game scene information from the game editor to be published and experienced by other players, thus achieving rapid UGC (User Generated Content) functionality.
[0089] In practice, players can experience the game through game scene information. Specifically, they can experience the game through the following steps 20-23:
[0090] Step 20: In response to the game running command, the game scene of the game running stage is displayed through the graphical user interface. The game scene includes a specific force region corresponding to the target scene component, generated based on the component information in the game scene information. The specific force region is configured with specific action parameters, which are different from the basic action parameters configured in the game scene. The specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force region.
[0091] In game scenes, basic force parameters are typically configured for the entire scene. These parameters control the impact of forces on virtual objects within the game scene, excluding specific force regions. These basic force parameters include at least the magnitude and direction of the force. A game scene may include one or more specific force regions, each configured with corresponding specific force parameters. These specific force regions control the impact of forces on virtual objects within them, and these parameters also include at least the magnitude and direction of the force. Furthermore, the three-dimensional shape of the target scene component defines the effective range of the specific force regions.
[0092] Step 21: When the virtual object is in a non-specific force area in the game scene, determine the basic movement state of the virtual object based on the basic action parameters. The basic movement state includes at least one of the following states: basic movement speed, basic movement direction, and basic standing direction.
[0093] When a virtual object is located within a non-specific force area and the player is not controlling its movement, the virtual object's basic movement direction matches the direction of the basic force parameter, and its basic movement speed matches the magnitude of the force. When the player controls the virtual object to move within the non-specific force area, its movement is influenced by both the basic force parameter and the player's control. For example, if the force direction of the non-specific force area is directly downwards, and the player controls the virtual object to jump upwards within that area, the virtual object will not jump upwards indefinitely but will experience a downward force, causing it to move downwards after reaching a certain height.
[0094] Step 22: Responding to the interaction conditions between the virtual object and the specific force area, determine the target movement state of the virtual object according to the specific action parameters corresponding to the specific force area. The target movement state includes at least one of the following states: target movement speed, target movement direction, and target standing direction.
[0095] In practical implementation, the above interaction conditions can be determined based on development needs or player actions. For example, the interaction condition could be that the virtual object moves to a specific force area, or that the virtual object collides with the specific force area. When the interaction condition is met between the virtual object and the specific force area, the virtual object will be attracted by the force determined by the specific force parameters. That is, the target movement state of the virtual object within the specific force area will be affected by the force determined based on the specific force parameters.
[0096] When a virtual object is located within a specific force area and the player is not controlling its movement, the virtual object's target movement direction matches the direction of the force corresponding to the specific force parameter, and the virtual object's target movement speed matches the magnitude of the force corresponding to the specific force parameter. Specifically, the virtual object's target movement state is related to its position within the specific force area; that is, the virtual object's target movement state matches the magnitude and direction of the force acting on its position within the specific area. When the player controls the virtual object to move within the specific force area, the virtual object's target movement state is influenced by both the specific force parameter and the player's control. For example, if the force direction corresponding to the specific force area is directly upward, and the player controls the virtual object to move forward within the specific force area, the virtual object will move diagonally forward.
[0097] Step 23: Adjust the virtual object from the basic movement state to the target movement state.
[0098] The movement state of a virtual object changes according to the force parameters corresponding to its location. Thus, when a game scene includes multiple specific force regions, the virtual object can exhibit different movement states by being in different specific force regions, thereby improving the game's playability.
[0099] In practical implementation, since the game scene contains at least one specific force area, a game scene can contain multiple virtual objects during the game operation phase. Therefore, different virtual objects may be in different specific force areas, and thus the movement state of different virtual objects in the same game scene may be different. For example, the standing direction of virtual object 1 may be head up, while the standing direction of virtual object 2 may be head down, etc.
[0100] In a virtual object control method provided by this invention, the activity space of the virtual object in the game scene is expanded by generating a specific force area in the game scene, so that the original volume of the game scene can accommodate more game content, thereby increasing the playability of the game level and improving the player's gaming experience.
[0101] In addition to the above-described method embodiments, this invention also provides an effect display device, such as... Figure 6 As shown, the device includes:
[0102] The interface display module 50 is used to provide a graphical user interface for the game editing stage through a terminal device. The graphical user interface includes a game editing scene, and the game editing scene includes a target editing component.
[0103] The component triggering module 51 is used to respond to the triggering operation for the target editing component and control the generation of the target scene component corresponding to the target editing component in the game editing scene.
[0104] The information display module 52 is used to respond to the editing operation of the target scene component. Based on the component attribute parameters determined by the editing operation, it displays the corresponding component function indication information in the target scene component to indicate the effect produced after the target scene component is triggered during the game operation.
[0105] Among them, the component attribute parameters include at least the force parameters, and the component action indication information includes one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution.
[0106] The aforementioned effect display device can visualize the force source, direction, and distribution of the target scene components through component effect indication information, allowing players to clearly understand the effect and rules of the force, which helps players create richer gameplay.
[0107] Specifically, the component triggering module 51 is used to: respond to a triggering operation for the target editing component and control the generation of a target scene component with a specified shape corresponding to the target editing component in the game editing scene; wherein, the specified shape includes a three-dimensional solid shape; wherein, the three-dimensional solid shape is used to limit the triggering range of the effect corresponding to the target scene component.
[0108] Furthermore, the aforementioned force parameters include: a first parameter for configuring the force source; the aforementioned information display module 52 is used to: determine the target display position of the force source within the target scene component based on the first parameter in the component attribute parameters; and display a first identifier for indicating the force source at the target display position within the target scene component.
[0109] In practical implementation, the above-mentioned force source includes one of the following: point force source, linear force source, and surface force source.
[0110] In practical applications, the first identifier of the point-like force source is a dot, the first identifier of the linear force source is a line segment, and the first identifier of the area-like force source is a plane.
[0111] In an optional embodiment, the first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; the information display module 52 is used to: determine the position coordinates indicated by the first parameter in the component attribute parameters as the target display position of the force source in the target scene component.
[0112] In another optional embodiment, the first parameter is a type parameter; the type parameter is used to indicate the type of force action in the target scene component; different action types are configured with the corresponding preset positions of the force source in the target scene component; the information display module 52 is used to: determine the preset position configured by the action type in the component attribute parameter as the target display position of the force source in the target scene component.
[0113] In specific implementation, the preset position of the above-mentioned function type configuration includes one of the following: the geometric center of the three-dimensional solid shape corresponding to the target scene component, the central axis of the three-dimensional solid shape corresponding to the target scene component, and a preset surface in the three-dimensional solid shape corresponding to the target scene component.
[0114] Furthermore, the aforementioned force parameters include: a second parameter for configuring the magnitude of the force; the aforementioned information display module 52 is used to: determine the force distribution within the target scene component based on the force magnitude indicated by the second parameter in the component attribute parameters; and display a second identifier in the target scene component to indicate the force distribution corresponding to the target scene component.
[0115] In practical implementation, the above force parameters include: type parameters that configure the type of force action within the target scene component; the distribution calculation method for determining the force distribution within the target scene component varies depending on the type of action indicated by the type parameters.
[0116] In practical applications, the above force distribution is used to indicate the force intensity within the target scene component, and the force intensity is directly proportional to the force magnitude. The distribution calculation method corresponding to the force type is configured as one of the following: the force magnitude indicated by the second parameter is determined as the force magnitude within the target scene component, and the force magnitudes within the target scene component are the same; the force magnitude indicated by the second parameter is determined as the force magnitude at the location of the force source, and the force magnitude within the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source.
[0117] Specifically, the second identifier mentioned above includes a color identifier; different color identifiers correspond to different force intensities; the information display module 52 mentioned above is used to: determine the color identifier corresponding to each area within the target scene component based on the force intensity indicated by the force distribution of the target scene component in each area within the target scene component, and display each area within the target scene component using the corresponding color identifier.
[0118] In an optional embodiment, the component attribute parameters further include color parameters, which are used to configure the color of the target scene component; the device further includes a color determination module, used to: display the target scene component by the color indicated by the color parameters in response to the uniformity of the force within the target scene component; or, in response to the non-uniform distribution of the force within the target scene component, determine the color identifier corresponding to each area within the target scene component based on the color indicated by the color parameters and the force intensity in each area within the target scene component, and display each area within the target scene component using the corresponding color identifier.
[0119] In specific implementation, the above component attribute parameters also include the force decay rate with distance, which is used to indicate the rate at which the force magnitude changes with distance; the force distribution is used to indicate the force intensity within the target scene component; the above information display module 52 is used to: determine the force intensity in each region within the target scene component based on the force magnitude indicated by the second parameter and the force decay rate with distance.
[0120] Furthermore, the above-mentioned device also includes a reaction force display module, used to: determine whether there are two forces with opposite directions in the target scene component based on the magnitude of the force indicated by the second parameter, the force attenuation rate with distance, and the position of the magnitude of the force indicated by the second parameter within the target scene component; and in response to the presence of two forces with opposite directions in the target scene component, display the areas corresponding to the two forces with opposite directions in the target scene component in a first color and a second color, respectively.
[0121] In the specific implementation, within the target scene component, the corresponding action direction is displayed in the area shown in the first color and the area shown in the second color, respectively; within the target scene component, the magnitude of the action force corresponding to the boundary line between the area shown in the first color and the area shown in the second color is zero.
[0122] Furthermore, the aforementioned force parameters include: a third parameter for configuring the direction of action; the aforementioned information display module 52 is also used to: determine the direction of action of the force within the target scene component based on the third parameter in the component attribute parameters; and display a third identifier in the target scene component to indicate the direction of action.
[0123] In a specific implementation, the aforementioned information display module 52 is also used to: determine the direction of action indicated by the third parameter in the component attribute parameters as the direction of action of the force within the target scene component.
[0124] In practical applications, the aforementioned force parameters also include: a type parameter for configuring the type of force action within the target scene component; different action types are configured with corresponding action direction representations; the action direction representation includes one of the following: using the action direction indicated by the third parameter as the action direction within the target scene component, the action direction pointing towards the force source, or the action direction extending outward from the force source, or the action direction perpendicular to the force source; the aforementioned information display module 52 is also used to: determine the action direction within the target scene component based on the action direction representation corresponding to the action type indicated by the component attribute parameters.
[0125] Specifically, different action types are configured with corresponding identifier display formats; the identifier display formats include one of the following: displaying a third identifier on the central axis of the target scene component; wherein the direction pointed to by the third identifier is the action direction; if the force source is a point force source, establishing a target coordinate system centered on the point force source, and displaying a third identifier pointing outward from or towards the point force source on the three axes of the target coordinate system; if the force source is a linear force source or a planar force source, displaying a third identifier perpendicular to the force source in the target scene component.
[0126] Furthermore, the graphical user interface displays setting controls; the information display module 52 is also used to: in response to a trigger operation on the setting controls after selecting a target scene component, display a parameter setting panel in the graphical user interface; wherein the parameter setting panel includes multiple editable controls, which are used to configure the component attribute parameters corresponding to the scene component; in response to a setting operation on the parameter setting panel, adjust the component attribute parameters corresponding to the target scene component, and while adjusting the component attribute parameters, display component function indication information determined based on the adjusted component attribute parameters in the target scene component.
[0127] Furthermore, the parameter setting panel also includes a force demonstration control; the device also includes an effect demonstration module, used to: respond to a trigger operation on the force demonstration control, and display in the graphical user interface the dynamic change process of the third identifier displayed in the target scene component indicating the direction of action along the direction of action; wherein, during the dynamic change process, the length of the third identifier will change with the change of the magnitude of the force, and the direction indicated by the third identifier will also change with the change of the direction of action.
[0128] Furthermore, the parameter setting panel also includes a switch control; the switch control is used to configure whether the target scene components are visible in the game scene generated based on the game editing scene.
[0129] Furthermore, the graphical user interface includes a scaling control; the device also includes a scaling adjustment module, used to: in response to a trigger operation on the scaling control, display three axis markers of a preset coordinate axis on the target scene component; configure corresponding preset axes for different axis markers; in response to an adjustment operation on the target axis marker, adjust the size of the target scene component on the preset axis corresponding to the target axis marker, to obtain the target scene component after size adjustment; wherein, the target axis marker is the axis marker among the three axis markers.
[0130] Furthermore, the graphical user interface includes a first interactive control; the device further includes an information generation module, configured to: respond to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; control the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene based on the game scene information through the game program.
[0131] Furthermore, the aforementioned device also includes a game operation module, configured to: in response to a game operation command, display a game scene of the game operation phase through a graphical user interface, the game scene including a specific force region corresponding to a target scene component generated based on component information in the game scene information; wherein, the specific force region is configured with specific action parameters, which are different from the basic action parameters configured in the game scene; the specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force region; when the virtual object is in a non-specific force region in the game scene, determine the basic movement state of the virtual object based on the basic action parameters, the basic movement state including at least one of the following states: basic movement speed, basic movement direction, and basic standing direction; in response to the virtual object and the specific force region satisfying the interaction conditions, determine the target movement state of the virtual object based on the specific action parameters corresponding to the specific force region, the target movement state including at least one of the following states: target movement speed, target movement direction, and target standing direction; and adjust the virtual object from the basic movement state to the target movement state.
[0132] The force effect display device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0133] This invention also provides an electronic device, such as... Figure 7 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described force effect display method.
[0134] Specifically, the process of the above-mentioned effect display method may include: providing a graphical user interface for the game editing stage through a terminal device, the graphical user interface including a game editing scene, the game editing scene including a target editing component; responding to a trigger operation for the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; responding to an editing operation for the target scene component, displaying corresponding component effect indication information in the target scene component based on the component attribute parameters determined by the editing operation, so as to indicate the effect produced by the target scene component after being triggered during the game running stage; wherein, the component attribute parameters include at least force parameters, and the component effect indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force, and the force distribution.
[0135] The above-mentioned method for displaying force effects can visualize the force source, direction, and distribution of the target scene component through component action indication information. This allows players to clearly understand the effects and rules of the force, helping them to create richer gameplay.
[0136] In an optional embodiment, the step of responding to the triggering operation of the target editing component and controlling the generation of a target scene component corresponding to the target editing component in the game editing scene includes: responding to the triggering operation of the target editing component and controlling the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein, the specified shape includes a three-dimensional solid shape; wherein, the three-dimensional solid shape is used to limit the triggering range of the effect corresponding to the target scene component.
[0137] In an optional embodiment, the force parameters include: a first parameter for configuring the force source; the step of displaying corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters; and displaying a first identifier for indicating the force source at the target display position in the target scene component.
[0138] In an optional embodiment, the force source includes one of the following: a point force source, a linear force source, and a surface force source.
[0139] In an optional embodiment, the first identifier of a point-like force source is a dot, the first identifier of a linear force source is a line segment, and the first identifier of a planar force source is a plane.
[0140] In an optional embodiment, the first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; the step of determining the target display position of the force source in the target scene component based on the first parameter in the component attribute parameters includes: determining the position coordinates indicated by the first parameter in the component attribute parameters as the target display position of the force source in the target scene component.
[0141] In an optional embodiment, the first parameter is a type parameter; the type parameter is used to indicate the type of force action in the target scene component; different action types are configured with corresponding preset positions of the force source in the target scene component; the step of determining the target display position of the force source in the target scene component based on the first parameter in the component attribute parameters includes: determining the preset position configured by the action type in the component attribute parameters as the target display position of the force source in the target scene component.
[0142] In an optional embodiment, the preset position of the above-mentioned function type configuration includes one of the following: the geometric center of the three-dimensional solid shape corresponding to the target scene component, the central axis of the three-dimensional solid shape corresponding to the target scene component, and a preset surface in the three-dimensional solid shape corresponding to the target scene component.
[0143] In an optional embodiment, the above-mentioned force parameters include: a second parameter for configuring the magnitude of the force; the step of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the force distribution in the target scene component according to the magnitude of the force indicated by the second parameter in the component attribute parameters; and displaying a second identifier in the target scene component to indicate the force distribution corresponding to the target scene component.
[0144] In an optional embodiment, the above-mentioned force parameters include: a type parameter that configures the type of force action within the target scene component; the distribution calculation method for determining the force distribution within the target scene component based on the type parameter varies depending on the type of action indicated by the type parameter.
[0145] In an optional embodiment, the above force distribution is used to indicate the force intensity within the target scene component, and the force intensity is directly proportional to the force magnitude; the distribution calculation method corresponding to the force type is configured as one of the following: the force magnitude indicated by the second parameter is determined as the force magnitude within the target scene component, and the force magnitudes within the target scene component are the same; the force magnitude indicated by the second parameter is determined as the force magnitude at the location of the force source, and the force magnitude within the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source.
[0146] In an optional embodiment, the second identifier includes a color identifier; different color identifiers correspond to different force intensities; the step of displaying the second identifier in the target scene component to indicate the force distribution of the target scene component includes: determining the color identifier corresponding to each area in the target scene component based on the force intensity of the force indicated by the force distribution of the target scene component in each area, and displaying each area in the target scene component using the corresponding color identifier.
[0147] In an optional embodiment, the component attribute parameters further include color parameters; the color parameters are used to configure the color of the target scene component; the method further includes: in response to the fact that the magnitude of the force is the same in the target scene component, displaying the target scene component by the color indicated by the color parameters; or, in response to the fact that the force is not uniformly distributed in the target scene component, determining the color identifier corresponding to each area in the target scene component based on the color indicated by the color parameters and the force intensity in each area of the target scene component, and displaying each area in the target scene component using the corresponding color identifier.
[0148] In an optional embodiment, the above-mentioned component attribute parameters further include the force attenuation rate with distance, which is used to indicate the rate at which the magnitude of the force changes with distance; the force distribution is used to indicate the force intensity within the target scene component; the step of determining the force distribution within the target scene component based on the force magnitude indicated by the second parameter in the component attribute parameters includes: determining the force intensity in each region within the target scene component based on the force magnitude indicated by the second parameter and the force attenuation rate with distance.
[0149] In an optional embodiment, the method further includes: determining whether there are two forces with opposite directions within the target scene component based on the magnitude of the force indicated by the second parameter, the force attenuation rate with distance, and the position of the magnitude of the force indicated by the second parameter within the target scene component; and in response to the presence of two forces with opposite directions within the target scene component, displaying the areas corresponding to the two forces with opposite directions in the target scene component using a first color and a second color, respectively.
[0150] In an optional embodiment, in the target scene component, the corresponding action direction is displayed in the area displayed in the first color and the area displayed in the second color, respectively; in the target scene component, the magnitude of the action force corresponding to the boundary line position between the area displayed in the first color and the area displayed in the second color is zero.
[0151] In an optional embodiment, the force parameters include: a third parameter for configuring the direction of action; the step of displaying corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the direction of action of the force in the target scene component according to the third parameter in the component attribute parameters; and displaying a third identifier in the target scene component to indicate the direction of action.
[0152] In an optional embodiment, the step of determining the direction of force within the target scene component based on the third parameter in the component attribute parameters includes: determining the direction of force indicated by the third parameter in the component attribute parameters as the direction of force within the target scene component.
[0153] In an optional embodiment, the above-mentioned force parameters further include: configuring a type parameter for the type of force action within the target scene component; configuring corresponding action direction representations for different action types; the action direction representation includes one of the following: using the action direction indicated by the third parameter as the action direction within the target scene component, the action direction pointing towards the force source, or the action direction extending outward from the force source, and the action direction perpendicular to the force source; the step of determining the action direction within the target scene component based on the third parameter in the component attribute parameters includes: determining the action direction within the target scene component based on the action direction representation corresponding to the action type indicated by the component attribute parameters.
[0154] In an optional embodiment, different action types are configured with corresponding identifier display formats; the identifier display format includes one of the following: displaying a third identifier on the central axis of the target scene component; wherein the direction pointed to by the third identifier is the action direction; if the force source is a point force source, establishing a target coordinate system centered on the point force source, and displaying a third identifier pointing outward from or towards the point force source on the three axes of the target coordinate system; if the force source is a linear force source or a planar force source, displaying a third identifier perpendicular to the force source in the target scene component.
[0155] In an optional embodiment, the graphical user interface displays setting controls; the step of responding to an editing operation on a target scene component and displaying corresponding component function indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: responding to a triggering operation of the setting controls after selecting the target scene component, displaying a parameter setting panel in the graphical user interface; wherein the parameter setting panel includes multiple editable controls, which are used to configure the component attribute parameters corresponding to the scene component; responding to a setting operation on the parameter setting panel, adjusting the component attribute parameters corresponding to the target scene component, and while adjusting the component attribute parameters, displaying component function indication information determined based on the adjusted component attribute parameters in the target scene component.
[0156] In an optional embodiment, the parameter setting panel further includes a force demonstration control; the method further includes: responding to a trigger operation on the force demonstration control, displaying in the graphical user interface the dynamic change process of a third identifier displayed in the target scene component indicating the direction of action along the direction of action; wherein, during the dynamic change process, the length of the third identifier changes with the magnitude of the force, and the direction indicated by the third identifier also changes with the direction of action.
[0157] In an optional embodiment, the parameter setting panel above also includes a switch control; wherein the switch control is used to configure whether the target scene component is visible in the game scene generated based on the game editing scene.
[0158] In an optional embodiment, the graphical user interface includes a scaling control; the method further includes: in response to a trigger operation on the scaling control, displaying three axis markers of a preset coordinate axis on the target scene component; configuring corresponding preset axes for different axis markers; in response to an adjustment operation on the target axis marker, adjusting the size of the target scene component on the preset axis corresponding to the target axis marker, to obtain the target scene component with adjusted size; wherein, the target axis marker is the axis marker among the three axis markers.
[0159] In an optional embodiment, the graphical user interface includes a first interactive control; the method further includes: responding to a trigger operation on the first interactive control to control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; and controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene through the game program based on the game scene information.
[0160] In an optional embodiment, the method further includes: responding to a game running command, displaying a game scene during the game running phase through a graphical user interface, the game scene including a specific force region corresponding to a target scene component generated based on component information in the game scene information; wherein, the specific force region is configured with specific action parameters, which are different from the basic action parameters configured in the game scene; the specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force region; when the virtual object is in a non-specific force region in the game scene, determining the basic movement state of the virtual object based on the basic action parameters, the basic movement state including at least one of the following states: basic movement speed, basic movement direction, and basic standing direction; responding to the virtual object and the specific force region satisfying the interaction conditions, determining the target movement state of the virtual object based on the specific action parameters corresponding to the specific force region, the target movement state including at least one of the following states: target movement speed, target movement direction, and target standing direction; adjusting the virtual object from the basic movement state to the target movement state.
[0161] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0162] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0163] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0164] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned force effect display method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0165] Specifically, the process of the above-mentioned effect display method may include: providing a graphical user interface for the game editing stage through a terminal device, the graphical user interface including a game editing scene, the game editing scene including a target editing component; responding to a trigger operation for the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; responding to an editing operation for the target scene component, displaying corresponding component effect indication information in the target scene component based on the component attribute parameters determined by the editing operation, so as to indicate the effect produced by the target scene component after being triggered during the game running stage; wherein, the component attribute parameters include at least force parameters, and the component effect indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force, and the force distribution.
[0166] In the above-mentioned method of displaying force effects, the force source, direction, and distribution of the target scene component can be visualized through component action indication information. This allows players to clearly understand the effects and rules of the force, which helps them create richer gameplay.
[0167] In an optional embodiment, the step of responding to the triggering operation of the target editing component and controlling the generation of a target scene component corresponding to the target editing component in the game editing scene includes: responding to the triggering operation of the target editing component and controlling the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein, the specified shape includes a three-dimensional solid shape; wherein, the three-dimensional solid shape is used to limit the triggering range of the effect corresponding to the target scene component.
[0168] In an optional embodiment, the force parameters include: a first parameter for configuring the force source; the step of displaying corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters; and displaying a first identifier for indicating the force source at the target display position in the target scene component.
[0169] In an optional embodiment, the force source includes one of the following: a point force source, a linear force source, and a surface force source.
[0170] In an optional embodiment, the first identifier of a point-like force source is a dot, the first identifier of a linear force source is a line segment, and the first identifier of a planar force source is a plane.
[0171] In an optional embodiment, the first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; the step of determining the target display position of the force source in the target scene component based on the first parameter in the component attribute parameters includes: determining the position coordinates indicated by the first parameter in the component attribute parameters as the target display position of the force source in the target scene component.
[0172] In an optional embodiment, the first parameter is a type parameter; the type parameter is used to indicate the type of force action in the target scene component; different action types are configured with corresponding preset positions of the force source in the target scene component; the step of determining the target display position of the force source in the target scene component based on the first parameter in the component attribute parameters includes: determining the preset position configured by the action type in the component attribute parameters as the target display position of the force source in the target scene component.
[0173] In an optional embodiment, the preset position of the above-mentioned function type configuration includes one of the following: the geometric center of the three-dimensional solid shape corresponding to the target scene component, the central axis of the three-dimensional solid shape corresponding to the target scene component, and a preset surface in the three-dimensional solid shape corresponding to the target scene component.
[0174] In an optional embodiment, the above-mentioned force parameters include: a second parameter for configuring the magnitude of the force; the step of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the force distribution in the target scene component according to the magnitude of the force indicated by the second parameter in the component attribute parameters; and displaying a second identifier in the target scene component to indicate the force distribution corresponding to the target scene component.
[0175] In an optional embodiment, the above-mentioned force parameters include: a type parameter that configures the type of force action within the target scene component; the distribution calculation method for determining the force distribution within the target scene component based on the type parameter varies depending on the type of action indicated by the type parameter.
[0176] In an optional embodiment, the above force distribution is used to indicate the force intensity within the target scene component, and the force intensity is directly proportional to the force magnitude; the distribution calculation method corresponding to the force type is configured as one of the following: the force magnitude indicated by the second parameter is determined as the force magnitude within the target scene component, and the force magnitudes within the target scene component are the same; the force magnitude indicated by the second parameter is determined as the force magnitude at the location of the force source, and the force magnitude within the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source.
[0177] In an optional embodiment, the second identifier includes a color identifier; different color identifiers correspond to different force intensities; the step of displaying the second identifier in the target scene component to indicate the force distribution of the target scene component includes: determining the color identifier corresponding to each area in the target scene component based on the force intensity of the force indicated by the force distribution of the target scene component in each area, and displaying each area in the target scene component using the corresponding color identifier.
[0178] In an optional embodiment, the component attribute parameters further include color parameters; the color parameters are used to configure the color of the target scene component; the method further includes: in response to the fact that the magnitude of the force is the same in the target scene component, displaying the target scene component by the color indicated by the color parameters; or, in response to the fact that the force is not uniformly distributed in the target scene component, determining the color identifier corresponding to each area in the target scene component based on the color indicated by the color parameters and the force intensity in each area of the target scene component, and displaying each area in the target scene component using the corresponding color identifier.
[0179] In an optional embodiment, the above-mentioned component attribute parameters further include the force attenuation rate with distance, which is used to indicate the rate at which the magnitude of the force changes with distance; the force distribution is used to indicate the force intensity within the target scene component; the step of determining the force distribution within the target scene component based on the force magnitude indicated by the second parameter in the component attribute parameters includes: determining the force intensity in each region within the target scene component based on the force magnitude indicated by the second parameter and the force attenuation rate with distance.
[0180] In an optional embodiment, the method further includes: determining whether there are two forces with opposite directions within the target scene component based on the magnitude of the force indicated by the second parameter, the force attenuation rate with distance, and the position of the magnitude of the force indicated by the second parameter within the target scene component; and in response to the presence of two forces with opposite directions within the target scene component, displaying the areas corresponding to the two forces with opposite directions in the target scene component using a first color and a second color, respectively.
[0181] In an optional embodiment, in the target scene component, the corresponding action direction is displayed in the area displayed in the first color and the area displayed in the second color, respectively; in the target scene component, the magnitude of the action force corresponding to the boundary line position between the area displayed in the first color and the area displayed in the second color is zero.
[0182] In an optional embodiment, the force parameters include: a third parameter for configuring the direction of action; the step of displaying corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the direction of action of the force in the target scene component according to the third parameter in the component attribute parameters; and displaying a third identifier in the target scene component to indicate the direction of action.
[0183] In an optional embodiment, the step of determining the direction of force within the target scene component based on the third parameter in the component attribute parameters includes: determining the direction of force indicated by the third parameter in the component attribute parameters as the direction of force within the target scene component.
[0184] In an optional embodiment, the above-mentioned force parameters further include: configuring a type parameter for the type of force action within the target scene component; configuring corresponding action direction representations for different action types; the action direction representation includes one of the following: using the action direction indicated by the third parameter as the action direction within the target scene component, the action direction pointing towards the force source, or the action direction extending outward from the force source, and the action direction perpendicular to the force source; the step of determining the action direction within the target scene component based on the third parameter in the component attribute parameters includes: determining the action direction within the target scene component based on the action direction representation corresponding to the action type indicated by the component attribute parameters.
[0185] In an optional embodiment, different action types are configured with corresponding identifier display formats; the identifier display format includes one of the following: displaying a third identifier on the central axis of the target scene component; wherein the direction pointed to by the third identifier is the action direction; if the force source is a point force source, establishing a target coordinate system centered on the point force source, and displaying a third identifier pointing outward from or towards the point force source on the three axes of the target coordinate system; if the force source is a linear force source or a planar force source, displaying a third identifier perpendicular to the force source in the target scene component.
[0186] In an optional embodiment, the graphical user interface displays setting controls; the step of responding to an editing operation on a target scene component and displaying corresponding component function indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: responding to a triggering operation of the setting controls after selecting the target scene component, displaying a parameter setting panel in the graphical user interface; wherein the parameter setting panel includes multiple editable controls, which are used to configure the component attribute parameters corresponding to the scene component; responding to a setting operation on the parameter setting panel, adjusting the component attribute parameters corresponding to the target scene component, and while adjusting the component attribute parameters, displaying component function indication information determined based on the adjusted component attribute parameters in the target scene component.
[0187] In an optional embodiment, the parameter setting panel further includes a force demonstration control; the method further includes: responding to a trigger operation on the force demonstration control, displaying in the graphical user interface the dynamic change process of a third identifier displayed in the target scene component indicating the direction of action along the direction of action; wherein, during the dynamic change process, the length of the third identifier changes with the magnitude of the force, and the direction indicated by the third identifier also changes with the direction of action.
[0188] In an optional embodiment, the parameter setting panel above also includes a switch control; wherein the switch control is used to configure whether the target scene component is visible in the game scene generated based on the game editing scene.
[0189] In an optional embodiment, the graphical user interface includes a scaling control; the method further includes: in response to a trigger operation on the scaling control, displaying three axis markers of a preset coordinate axis on the target scene component; configuring corresponding preset axes for different axis markers; in response to an adjustment operation on the target axis marker, adjusting the size of the target scene component on the preset axis corresponding to the target axis marker, to obtain the target scene component with adjusted size; wherein, the target axis marker is the axis marker among the three axis markers.
[0190] In an optional embodiment, the graphical user interface includes a first interactive control; the method further includes: responding to a trigger operation on the first interactive control to control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; and controlling the transmission of the game scene information to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain game scene information from the server, and generate a corresponding game scene through the game program based on the game scene information.
[0191] In an optional embodiment, the method further includes: responding to a game running command, displaying a game scene during the game running phase through a graphical user interface, the game scene including a specific force region corresponding to a target scene component generated based on component information in the game scene information; wherein, the specific force region is configured with specific action parameters, which are different from the basic action parameters configured in the game scene; the specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force region; when the virtual object is in a non-specific force region in the game scene, determining the basic movement state of the virtual object based on the basic action parameters, the basic movement state including at least one of the following states: basic movement speed, basic movement direction, and basic standing direction; responding to the virtual object and the specific force region satisfying the interaction conditions, determining the target movement state of the virtual object based on the specific action parameters corresponding to the specific force region, the target movement state including at least one of the following states: target movement speed, target movement direction, and target standing direction; adjusting the virtual object from the basic movement state to the target movement state.
[0192] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0193] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0194] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for displaying the effect of an action, characterized in that, The method includes: A graphical user interface for the game editing stage is provided through a terminal device. The graphical user interface includes a game editing scene, and the game editing scene includes a target editing component. In response to a trigger operation targeting the target editing component, control the generation of a target scene component corresponding to the target editing component in the game editing scene; In response to an editing operation on the target scene component, the component attribute parameters determined by the editing operation are used to display corresponding component action indication information in the target scene component, so as to indicate the effect produced after the target scene component is triggered during the game operation phase; wherein, the component attribute parameters include at least force parameters, and the component action indication information includes one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution; The force parameters include: a first parameter for configuring the force source; the step of displaying corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters; displaying a first identifier for indicating the force source at the target display position in the target scene component; The force source includes one of the following: a point force source, a linear force source, and a surface force source; the first identifier of the point force source is a dot, the first identifier of the linear force source is a line segment, and the first identifier of the surface force source is a plane.
2. The method according to claim 1, characterized in that, The response is a trigger operation for the target editing component, controlling the step of generating a target scene component corresponding to the target editing component in the game editing scene, including: In response to a trigger operation targeting the target editing component, control the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein, the specified shape includes a three-dimensional solid shape; wherein, the three-dimensional solid shape is used to limit the trigger range of the effect corresponding to the target scene component.
3. The method according to claim 1, characterized in that, The first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; The step of determining the target display position of the force source within the target scene component based on the first parameter in the component attribute parameters includes: The location indicated by the first parameter in the component attribute parameters is determined as the target display position of the force source within the target scene component.
4. The method according to claim 1, characterized in that, The first parameter is a type parameter; the type parameter is used to indicate the type of action of the force in the target scene component; different action types are respectively configured with the corresponding force source at a preset position in the target scene component; The step of determining the target display position of the force source within the target scene component based on the first parameter in the component attribute parameters includes: The preset position configured in the component attribute parameters for the action type is determined as the target display position of the force source within the target scene component.
5. The method according to claim 4, characterized in that, The preset position configured for the function type includes one of the following: the geometric center of the three-dimensional solid shape corresponding to the target scene component, the central axis of the three-dimensional solid shape corresponding to the target scene component, and a preset surface in the three-dimensional solid shape corresponding to the target scene component.
6. The method according to claim 1, characterized in that, The force parameters include: a second parameter that configures the magnitude of the force; The step of displaying the corresponding component function indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: Based on the magnitude of the force indicated by the second parameter in the component attribute parameters, determine the force distribution within the target scene component; A second identifier is displayed in the target scene component to indicate the force distribution corresponding to the target scene component.
7. The method according to claim 6, characterized in that, The force parameters include: a type parameter that configures the type of force action within the target scene component; different types of action indicated by the type parameter result in different calculation methods for determining the force distribution within the target scene component.
8. The method according to claim 7, characterized in that, The force distribution is used to indicate the intensity of the force within the target scene component, and the force intensity is directly proportional to the magnitude of the force; the distribution calculation method corresponding to the force type is configured as one of the following: The magnitude of the force indicated by the second parameter is determined as the magnitude of the force within the target scene component, and the magnitudes of the force within the target scene component are the same. The magnitude of the force indicated by the second parameter is determined as the magnitude of the force at the location of the force source, and the magnitude of the force within the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source.
9. The method according to claim 8, characterized in that, The second identifier includes a color identifier; different color identifiers correspond to different force intensities; The step of displaying a second identifier in the target scene component to indicate the force distribution corresponding to the target scene component includes: Based on the force distribution of the target scene component, the intensity of the force in each region of the target scene component is determined, and the corresponding color identifier is used to display each region of the target scene component.
10. The method according to claim 9, characterized in that, The component attribute parameters also include color parameters; the color parameters are used to configure the color of the target scene component; the method further includes: In response to the fact that the forces exerted within the target scene component are of equal magnitude, the target scene component is displayed using the color indicated by the color parameter; Alternatively, in response to the non-uniform distribution of the force within the target scene component, based on the color indicated by the color parameter and the force intensity of the force in each region within the target scene component, a color identifier corresponding to each region within the target scene component is determined, and the corresponding color identifier is used to display each region within the target scene component.
11. The method according to claim 6, characterized in that, The component attribute parameters also include the force decay rate with distance, which indicates the rate at which the magnitude of the force changes with distance; the force distribution indicates the force intensity within the target scene component. The step of determining the force distribution within the target scene component based on the force magnitude indicated by the second parameter in the component attribute parameters includes: Based on the magnitude of the force indicated by the second parameter and the attenuation rate of the force with distance, the intensity of the force in each region within the target scene component is determined.
12. The method according to claim 11, characterized in that, The method further includes: Based on the magnitude of the force indicated by the second parameter, the attenuation rate of the force with distance, and the position of the magnitude of the force indicated by the second parameter within the target scene component, it is determined whether there are two forces with opposite directions within the target scene component. In response to the presence of two opposing forces within the target scene component, the areas corresponding to the two opposing forces are displayed in the target scene component using a first color and a second color, respectively.
13. The method according to claim 12, characterized in that, In the target scene component, the corresponding action direction is displayed in the area displayed in the first color and the area displayed in the second color, respectively; in the target scene component, the magnitude of the action force corresponding to the boundary line position between the area displayed in the first color and the area displayed in the second color is zero.
14. The method according to claim 1, characterized in that, The force parameters include: a third parameter configuring the direction of action; The step of displaying the corresponding component function indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: The direction of the force within the target scene component is determined based on the third parameter in the component attribute parameters. A third identifier is displayed in the target scene component to indicate the direction of action.
15. The method according to claim 14, characterized in that, The step of determining the direction of the force within the target scene component based on the third parameter in the component attribute parameters includes: The direction of action indicated by the third parameter in the component attribute parameters is determined as the direction of action of the force within the target scene component.
16. The method according to claim 14, characterized in that, The force parameters further include: a type parameter configuring the type of force action within the target scene component; different action types are configured with corresponding action direction representations; the action direction representation includes one of the following: the action direction indicated by the third parameter is used as the action direction of the force within the target scene component, the action direction points to the force source, or the action direction extends outward from the force source, and the action direction is perpendicular to the force source; The step of determining the direction of the force within the target scene component based on the third parameter in the component attribute parameters includes: Based on the action direction representation corresponding to the action type indicated by the component attribute parameters, the action direction of the force within the target scene component is determined.
17. The method according to claim 16, characterized in that, Different function types are configured with corresponding identifier display formats; the identifier display formats include one of the following: The third identifier is displayed on the central axis of the target scene component; wherein the direction pointed to by the third identifier is the direction of action; If the force source is a point force source, establish a target coordinate system centered on the point force source, and display a third identifier pointing outward from or towards the point force source on the three axes of the target coordinate system; If the force source is a linear force source or a planar force source, a third identifier perpendicular to the force source is displayed in the target scene component.
18. The method according to claim 1, characterized in that, The graphical user interface displays settings controls; The step of responding to an editing operation on the target scene component and displaying corresponding component function indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: In response to the selection of the target scene component, and the triggering operation of the setting control, a parameter setting panel is displayed in the graphical user interface; wherein, the parameter setting panel includes multiple editable controls, which are used to configure the component attribute parameters corresponding to the scene component; In response to the setting operation of the parameter setting panel, the component attribute parameters corresponding to the target scene component are adjusted, and while adjusting the component attribute parameters, component function indication information determined based on the adjusted component attribute parameters is displayed in the target scene component.
19. The method according to claim 18, characterized in that, The parameter setting panel also includes a force demonstration control; the method further includes: In response to a trigger operation on the force demonstration control, the graphical user interface displays the dynamic change process of a third identifier displayed in the target scene component that indicates the direction of force along the direction of force; wherein, during the dynamic change process, the length of the third identifier changes with the magnitude of the force, and the direction indicated by the third identifier also changes with the direction of force.
20. The method according to claim 18, characterized in that, The parameter setting panel also includes a switch control; wherein the switch control is used to configure whether the target scene component is visible in the game scene generated based on the game editing scene.
21. The method according to claim 1, characterized in that, The graphical user interface includes a zoom control; the method further includes: In response to a trigger operation on the zoom control, three axis markers of a preset coordinate axis are displayed on the target scene component; each axis marker is configured with a corresponding preset axis. In response to an adjustment operation targeting the target axis marker, the size of the target scene component is adjusted along a preset axis corresponding to the target axis marker, resulting in a target scene component with adjusted size; wherein, the target axis marker is the axis marker among the three axis markers.
22. The method according to claim 1, characterized in that, The graphical user interface includes a first interactive control; the method further includes: In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein, the game scene information includes component information of the scene editing component in the game editing scene; The control transmits the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server and generate a corresponding game scene based on the game scene information through the game program.
23. The method according to claim 22, characterized in that, The method further includes: In response to a game execution command, the game scene during the game execution phase is displayed through the graphical user interface. The game scene includes a specific force region corresponding to a target scene component, generated based on component information in the game scene information. The specific force region is configured with specific action parameters, which are different from the basic action parameters configured in the game scene. The specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force region. When a virtual object is in a non-specific force area in the game scene, the basic movement state of the virtual object is determined according to the basic force parameters. The basic movement state includes at least one of the following states: basic movement speed, basic movement direction, and basic standing direction. In response to the virtual object satisfying the interaction condition with the specific force area, the target movement state of the virtual object is determined according to the specific action parameter corresponding to the specific force area. The target movement state includes at least one of the following states: target movement speed, target movement direction, and target standing direction. Adjust the virtual object from the basic movement state to the target movement state.
24. A device for displaying the effect of an action, characterized in that, The device includes: The interface display module is used to provide a graphical user interface for the game editing stage through a terminal device. The graphical user interface includes a game editing scene, and the game editing scene includes a target editing component. The component triggering module is used to respond to the triggering operation for the target editing component and control the generation of the target scene component corresponding to the target editing component in the game editing scene; An information display module is used to respond to editing operations on the target scene component, and to display corresponding component function indication information in the target scene component based on the component attribute parameters determined by the editing operation, so as to indicate the effect produced by the target scene component after it is triggered during the game operation phase; wherein, the component attribute parameters include at least force parameters, and the component function indication information includes one or more of the following: the force source corresponding to the target scene component, the direction of the force, and the force distribution; The force parameters include: a first parameter for configuring the force source; the information display module is further configured to: determine the target display position of the force source within the target scene component based on the first parameter in the component attribute parameters; and display a first identifier for indicating the force source at the target display position within the target scene component. The force source includes one of the following: a point force source, a linear force source, and a surface force source; the first identifier of the point force source is a dot, the first identifier of the linear force source is a line segment, and the first identifier of the surface force source is a plane.
25. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the effect display method according to any one of claims 1 to 23.
26. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the effect display method according to any one of claims 1 to 23.
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