Game editing processing method and device, storage medium and electronic equipment
Patent Information
- Application Number
- CN202311499395.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-09
- Publication Date
- 2026-09-22
- Estimated Expiration
- 2043-11-09
AI Technical Summary
[0004]本公开提供一种游戏编辑处理方法、游戏编辑处理装置、计算机可读存储介质与电子设备,以至少在一定程度上解决相关技术中组件调整的难度较大且效率较低的问题
[0010]上述游戏编辑处理过程中,在终端设备运行游戏程序所提供的图形用户界面中显示游戏编辑场景,其中,游戏编辑场景包括场景组件;响应于游戏测试指令,在图形用户界面中提供一游戏测试场景,游戏测试场景中配置有一虚拟单位和处于激活状态的场景组件,其中,虚拟单位由终端设备控制;响应于虚拟单位在游戏测试场景中执行组件交互行为,记录虚拟单位与所交互的目标场景组件之间的交互轨迹,其中,目标场景组件是场景组件中的一个或多个组件;响应于游戏测试结束指令,在图形用户界面中显示游戏编辑场景,并在游戏编辑场景中的目标场景组件处显示交互轨迹。本公开通过记录虚拟单位在游戏测试场景中与所交互的目标场景组件之间的交互轨迹,将场景组件所产生的游戏效果更加直观的展现了出来。一方面,用户无需反复执行游戏测试行为,能够简化用户操作,降低组件调整难度;另一方面,可避免游戏试玩结果的记忆偏差,能够减少组件的调整次数,提升组件调整的效率。
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Figure CN117504298B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a game editing processing method, a game editing processing apparatus, a computer-readable storage medium, and an electronic device. Background Technology
[0002] Gaming has become an important form of leisure and entertainment for people. In some games, in order to enhance the player's gaming experience, users need to make relatively detailed edits to the game scene.
[0003] In related technologies, when users edit game scenes, they need to repeatedly adjust scene components in game editing mode based on the results of multiple playthroughs in game testing mode, so that the placement of scene components meets the user's expectations. The repeated switching between game editing mode and game testing mode, as well as the user's memory bias of the playthrough results, both increase the difficulty and reduce the efficiency of component adjustment. Summary of the Invention
[0004] This disclosure provides a game editing processing method, a game editing processing apparatus, a computer-readable storage medium, and an electronic device, to at least partially solve the problem of the difficulty and low efficiency of component adjustment in related technologies.
[0005] According to a first aspect of this disclosure, a game editing processing method is provided, the method comprising: displaying a game editing scene in a graphical user interface provided by a game program running on a terminal device, wherein the game editing scene includes scene components; in response to a game test command, providing a game test scene in the graphical user interface, wherein a virtual unit and the scene components in an active state are configured in the game test scene, wherein the virtual unit is controlled by the terminal device; in response to the virtual unit performing component interaction behavior in the game test scene, recording the interaction trajectory between the virtual unit and the interacting target scene component, wherein the target scene component is one or more components among the scene components; and in response to a game test end command, displaying the game editing scene in the graphical user interface and displaying the interaction trajectory at the target scene component in the game editing scene.
[0006] According to a second aspect of this disclosure, a game editing processing apparatus is provided, the apparatus comprising: an editing scene display module, configured to display a game editing scene in a graphical user interface provided by a game program running on a terminal device, wherein the game editing scene includes scene components; a test scene display module, configured to provide a game test scene in the graphical user interface in response to a game test command, wherein a virtual unit and the scene components in an active state are configured in the game test scene, wherein the virtual unit is controlled by the terminal device; an interaction trajectory recording module, configured to record the interaction trajectory between the virtual unit and the interacting target scene component in response to the virtual unit performing component interaction behavior in the game test scene, wherein the target scene component is one or more components among the scene components; and an interaction trajectory display module, configured to display the game editing scene in the graphical user interface in response to a game test end command, and display the interaction trajectory at the target scene component in the game editing scene.
[0007] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the game editing processing method of the first aspect described above and its possible implementations.
[0008] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; a memory for storing executable instructions of the processor; and a display for displaying a graphical user interface; wherein the processor is configured to execute the game editing processing method of the first aspect and possible implementations thereof by executing the executable instructions.
[0009] The technical solution disclosed herein has the following beneficial effects:
[0010] In the aforementioned game editing process, a game editing scene is displayed in the graphical user interface provided by the game program running on the terminal device. This game editing scene includes scene components. In response to a game test command, a game test scene is provided in the graphical user interface. The game test scene contains a virtual unit and an active scene component, wherein the virtual unit is controlled by the terminal device. In response to the virtual unit performing component interaction behavior in the game test scene, the interaction trajectory between the virtual unit and the interacting target scene component is recorded, wherein the target scene component is one or more components within the scene components. In response to a game test end command, the game editing scene is displayed in the graphical user interface, and the interaction trajectory is displayed at the target scene component within the game editing scene. This disclosure, by recording the interaction trajectory between the virtual unit and the interacting target scene component in the game test scene, more intuitively demonstrates the game effects produced by the scene components. On the one hand, users do not need to repeatedly perform game testing behavior, simplifying user operations and reducing the difficulty of component adjustment; on the other hand, it avoids memory bias of game trial results, reduces the number of component adjustments, and improves the efficiency of component adjustment. Attached Figure Description
[0011] Figure 1 This illustration shows a system architecture diagram of an exemplary embodiment.
[0012] Figure 2 A flowchart illustrating a game editing processing method in this exemplary embodiment is shown;
[0013] Figure 3 A schematic diagram of an interface for a game editing scenario in this exemplary embodiment is shown;
[0014] Figure 4A This diagram illustrates the interactive behavior of a virtual unit execution component in this exemplary embodiment.
[0015] Figure 4B This diagram illustrates another virtual unit execution component interaction behavior in this exemplary embodiment;
[0016] Figure 5 A schematic diagram of an interface for a game testing scenario in this exemplary embodiment is shown;
[0017] Figure 6A A schematic diagram of an interaction trajectory is shown in this exemplary embodiment;
[0018] Figure 6B This diagram illustrates an adjustment of a target scene component in this exemplary embodiment.
[0019] Figure 7 This diagram illustrates a flowchart of scene component editing in this exemplary embodiment;
[0020] Figure 8 This diagram illustrates the structure of a game editing processing apparatus according to this exemplary embodiment.
[0021] Figure 9 This diagram illustrates the structure of an electronic device that implements the above-described game editing processing method in this exemplary embodiment. Detailed Implementation
[0022] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0023] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0024] In related technologies, when users edit game scenes, they need to switch repeatedly between game editing mode and game testing mode, and test whether the placement of scene components meets their expectations through multiple playthroughs. The component adjustment is difficult and inefficient.
[0025] In view of the above problems, the exemplary embodiments of this disclosure provide a game editing processing method.
[0026] Figure 1A system architecture diagram is shown. This system architecture 100 may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other similar device. It has a display function and can display a graphical user interface (GUI), which may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, a game editing scene can be displayed in the GUI, allowing the user to edit scene components. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. The server 120 deploys a server-side program for the online game, used to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The game editing processing method can be executed independently by the terminal device 110 or jointly by the terminal device 110 and the server 120.
[0027] In one alternative implementation, the game editing and processing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture 100 described above. 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's execution and the game screen presentation are separated. The storage and execution of the game editing and processing method are completed on the cloud gaming server (such as the server 120 described above), and the cloud gaming client (such as the terminal device 110 described above) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the information processing is performed by the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client 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 cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0028] In one alternative implementation, the game editing process can be implemented in a standalone game. No server deployment is required; the entire game program can be installed on a terminal device, and the game editing process can then be executed.
[0029] In one alternative implementation, refer to Figure 2 As shown, the game editing process may include the following steps S210 to S240:
[0030] Step S210: Display the game editing scene in the graphical user interface provided by the game program running on the terminal device, wherein the game editing scene includes scene components;
[0031] Step S220: In response to the game test command, a game test scenario is provided in the graphical user interface. The game test scenario is configured with a virtual unit and an active scene component, wherein the virtual unit is controlled by the terminal device.
[0032] Step S230: In response to the virtual unit performing component interaction behavior in the game test scene, record the interaction trajectory between the virtual unit and the target scene component being interacted with, wherein the target scene component is one or more components in the scene components;
[0033] In step S240, in response to the game test end command, the game editing scene is displayed in the graphical user interface, and the interaction trajectory is displayed at the target scene component in the game editing scene.
[0034] exist Figure 2 The method shown records the interaction trajectories between virtual units and target scene components in the game test scenario, thus more intuitively showcasing the game effects produced by the scene components. On one hand, users do not need to repeatedly perform game testing, simplifying user operations and reducing the difficulty of component adjustments. On the other hand, it avoids memory bias from game trial results, reducing the number of component adjustments and improving the efficiency of component adjustments.
[0035] The following is about Figure 2 Each step in the process will be explained in detail.
[0036] refer to Figure 2 In step S210, a game editing scene is displayed in the graphical user interface provided by the game program running on the terminal device, wherein the game editing scene includes scene components.
[0037] When the terminal device runs the game program, the graphical user interface can display the game editing scene. This game program can be the main game program, which provides game scene editing functionality (such as a built-in game editor). When the user uses this function, the game editing scene can be displayed within the main game program. Alternatively, the game program can be an editor program that runs independently of the main game program. When using this editor program to edit the game scene, the game editing scene is displayed.
[0038] This exemplary implementation supports player-customized scene editing; therefore, the term "user" in this document can refer to game developers (such as artists) or players.
[0039] Users can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. The game scene being edited is the currently edited game scene.
[0040] The game editing scene can include the scene background and one or more pre-generated scene components. These scene components can be built-in scene components in the game editing scene (e.g., the game program can provide a variety of preset game scenes with different styles, and the user can choose a preset game scene to edit, which initially comes with scene components), or they can be scene components generated by the user. Scene components can include, but are not limited to, components of different shapes such as "block components", "cylinder components", and "semi-cylinder components", and this disclosure does not specifically limit them.
[0041] The game editing scene may also include a virtual unit to simulate the game player character. This virtual unit can be a controllable object of any form, such as a human or an animal; this disclosure does not impose any specific limitations on it.
[0042] The game editing scene offers two different perspectives: a top-down view and a game view. Users can choose which perspective to use in the relevant settings interface. The top-down view observes the game editing scene from a third-person perspective. In this view, users don't control virtual units but directly manipulate the virtual camera to move the view. The game view observes the game editing scene from a first-person perspective. In this view, users can control a virtual unit that is linked to the virtual camera; their positions are fixed. For example, the virtual unit can be at the camera's focus point. When the user moves the virtual unit, the virtual camera moves synchronously, thus moving the view. Both the top-down and game views allow for the use of virtual joysticks, up / down controls, etc., which users can use to move the virtual camera or virtual units.
[0043] refer to Figure 2 In step S220, in response to a game test instruction, a game test scenario is provided in the graphical user interface. The game test scenario is configured with a virtual unit and an active scene component, wherein the virtual unit is controlled by the terminal device.
[0044] The virtual units configured in the game test scenario can be used to simulate game player characters. These virtual units can be any controllable object, such as a human or an animal; this disclosure does not impose any specific limitations on them.
[0045] Among them, the scene components that are in an active state refer to scene components whose pre-configured functions can be used normally, such as triggering mechanisms, dynamic left and right movement, etc.
[0046] The game test scenario can display pre-edited scene components from the game editing scenario. In the game test scenario, users can perform game tests on these pre-edited scene components, allowing for further improvements based on the test results.
[0047] In one alternative implementation, the above-mentioned provision of a game test scene in the graphical user interface in response to a game test command can be achieved through the following steps: displaying a game test control in the game editing scene; generating a game test command in response to the triggering operation of the game test control; and switching the game editing scene displayed in the graphical user interface to the game test scene in response to the game test command.
[0048] For example, such as Figure 3 As shown, a schematic diagram of a game editing scene is provided. A "Play Trial" control 301 can be displayed in the graphical user interface. This "Play Trial" control 301 is the game testing control. Users can switch the game editing scene to the game testing scene by clicking on the "Play Trial" control 301.
[0049] refer to Figure 2 In step S230, in response to the virtual unit performing component interaction behavior in the game test scene, the interaction trajectory between the virtual unit and the target scene component being interacted with is recorded, wherein the target scene component is one or more components in the scene components.
[0050] The target scene component refers to the scene component that interacts with the virtual unit, such as the scene component for the virtual unit to take off or land, and can be one or more components in the scene component.
[0051] For example, by controlling the scene components where the virtual unit is located, any scene component in the game test scene can be selected and used as the target scene component.
[0052] Optionally, the component interaction behavior includes any of the following: game behavior that matches the action controls in the game test scenario, or game behavior that matches the virtual machine settings configured for the scene components in the game test scenario.
[0053] Specifically, by responding to the triggering operations of action controls in the game test scenario, virtual units can be controlled to perform game behaviors that match the triggered action controls. These action controls can include, but are not limited to, any of the following: jump action controls, lunge action controls, and roll action controls. By triggering these action controls, virtual units can perform corresponding game behaviors, thereby generating behavioral trajectories.
[0054] Specifically, by responding to the triggering operation of the virtual machine switches configured in the scene component, the virtual unit can be controlled to execute game behaviors matching the triggered virtual machine switches. Virtual machine switches can be, for example, catapult mechanisms, rotating mechanisms, etc. The triggering operation of the virtual machine switches can be, for example, when the virtual unit is located in a specific triggering area of a scene component configured with virtual machine switches. This triggering area can be the entire area of the scene component or a partial area of the scene component, depending on the configuration information of the virtual machine switches; this disclosure does not impose specific limitations on this. Through the triggering operation of the virtual machine switches, the virtual unit can generate corresponding game behaviors, thereby creating a behavioral trajectory.
[0055] For example, such as Figure 4A As shown, a schematic diagram of a virtual unit performing component interaction behavior is provided. When the virtual unit 401 is located on the scene component 402, it can respond to the trigger operation of the jump action control 403 to control the virtual unit 401 to jump from the scene component 402 to perform component interaction behavior.
[0056] For example, such as Figure 4B The diagram shows another example of a virtual unit performing component interaction behavior. When the virtual unit 401 is located in the ejection mechanism trigger area 405 of the scene component 404, it can respond to the triggering operation of the ejection mechanism and control the virtual unit 401 to eject outward from the scene component 404 to perform component interaction behavior.
[0057] In one optional implementation, the above-mentioned response to a virtual unit performing component interaction behavior in a game test scenario and recording the interaction trajectory between the virtual unit and the target scene component being interacted with can be achieved through the following steps: in response to a virtual unit performing component interaction behavior in a game test scenario, obtaining the motion trajectory generated by the virtual unit during the execution of component interaction behavior; and determining the interaction trajectory between the virtual unit and the target scene component being interacted with based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior.
[0058] For example, it can be Figure 4A The trajectory generated by the virtual unit 401 during the jump is used as the interaction trajectory between the virtual unit 401 and the scene component 402.
[0059] For example, it can be Figure 4BThe trajectory generated by the virtual unit 401 during the ejection process serves as the interaction trajectory between the virtual unit 401 and the scene component 404.
[0060] By obtaining the motion trajectory generated by the virtual unit during the execution of component behavior, the interaction trajectory is obtained, which provides a trajectory reference for further configuration of scene components. Users do not need to observe the trajectory visually, which can avoid the problem of inaccurate game test behavior trajectory due to user memory bias.
[0061] In one optional implementation, the determination of the interaction trajectory between the virtual unit and the target scene component based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior can be achieved through the following steps: it can be determined whether the starting position and ending position of the motion trajectory generated by the virtual unit during the execution of component interaction behavior are located in the same scene component; if they are not located in the same scene component, the motion trajectory generated by the virtual unit during the execution of component interaction behavior is taken as the interaction trajectory between the virtual unit and the target scene component.
[0062] By determining the start and end positions of the motion trajectory of virtual units, motion trajectories whose start and end positions are in the same scene component can be filtered out, reducing unnecessary processing pressure.
[0063] refer to Figure 2 In step S240, in response to the game test end command, the game editing scene is displayed in the graphical user interface, and the interaction trajectory is displayed at the target scene component in the game editing scene.
[0064] Specifically, the above-mentioned response to the game test end command, displaying the game editing scene in the graphical user interface, can be achieved through the following steps: displaying a test exit control in the game test scene; generating a game test end command in response to the triggering operation of the test exit control; and switching the game test scene displayed in the graphical user interface to the game editing scene in response to the game test end command.
[0065] For example, such as Figure 5 As shown, a schematic diagram of a game testing scenario is provided. An "Exit" control 501 can be displayed in the graphical user interface; this "Exit" control 501 is the test exit control. Users can switch the game testing scenario to a game editing scenario by clicking this "Exit" control 501.
[0066] By displaying the interaction trajectory, users can more intuitively judge whether the configuration of the target scene components meets their expectations, so as to make timely adjustments.
[0067] In one alternative implementation, displaying the interaction trajectory at a target scene component in the game editing scene can be achieved through the following steps: displaying the interaction trajectory at the target scene component in the game editing scene from a specific perspective; wherein, the specific perspective is the perspective presented by the game editing scene before responding to the game test command, or the trajectory observation perspective determined based on the interaction trajectory.
[0068] Among them, the specific perspective is the perspective from which the game editing scene is presented in the graphical user interface when the game test scene is switched to the game editing scene.
[0069] For example, if the game editing scene was displayed in a top-down view in the graphical user interface before switching to the game testing scene, it can remain in a top-down view with the same angle after switching back to the game editing scene, allowing the user to perform further editing from that perspective. Conversely, if the game editing scene was displayed in a game view in the graphical user interface before switching to the game testing scene, it can remain in a game view with the same angle after switching back to the game editing scene, allowing the user to perform further editing from that perspective.
[0070] For example, the trajectory observation perspective can be determined based on the start and end points of the interaction trajectory.
[0071] like Figure 6A As shown, a schematic diagram of an interactive trajectory is provided. The trajectory viewing angle can be perpendicular to the line connecting the start and end points of the interactive trajectory 601.
[0072] In an alternative implementation, the following steps may also be performed: in response to an adjustment operation on the component properties of the target scene component, the interaction trajectory displayed in the game editing scene is updated based on the adjusted component properties of the target scene component.
[0073] The component attributes may include any one or more of the following: placement position, rotation angle, size, and virtual machine configuration.
[0074] For example, such as Figure 6B As shown, a schematic diagram of adjusting a target scene component is provided. The position of the target scene component is moved upward and adjusted, and the interaction trajectory 601 corresponding to the target scene component before the adjustment is updated to obtain the interaction trajectory 602 corresponding to the target scene component after the adjustment.
[0075] By updating the interaction trajectory, users can make more detailed adjustments to target scene components in the game editing scene by referring to the interaction trajectory, without having to switch repeatedly between the game editing scene and the game testing scene.
[0076] In one optional implementation, updating the interaction trajectory displayed in the game editing scene based on the adjusted component attributes of the target scene components can be achieved through the following steps: obtaining behavior data corresponding to the component interaction behavior and component data that affects the movement of the virtual unit based on the adjusted component attributes of the target scene components; updating the component data that affects the movement of the virtual unit based on the behavior data corresponding to the component interaction behavior and the updated component data that affects the movement of the virtual unit; determining the new interaction trajectory of the virtual unit based on the new interaction trajectory of the virtual unit; and updating the interaction trajectory displayed in the game editing scene according to the new interaction trajectory of the virtual unit.
[0077] Among them, the behavioral data corresponding to the component interaction behavior may include, but is not limited to, parameter data such as the type, timing, and starting position of the component interaction behavior triggered by the virtual character.
[0078] The component data that affects the movement of virtual units may include, but is not limited to, the placement position of the component, the rotation angle of the component, the motion parameters of the component, and the configuration data of the virtual machine.
[0079] Based on the adjusted component attributes of the target scene components, the component data that affects the movement of the virtual unit can be adjusted accordingly. For example, if the placement position of the target scene component is moved upwards, the placement position parameter of the component in the component data that affects the movement of the virtual unit can be updated.
[0080] Specifically, based on the behavioral data corresponding to the component interaction behavior and the updated component data that affects the movement of the virtual unit, the motion simulation calculation of the virtual unit can be performed to obtain the new interaction trajectory of the virtual unit. Based on the new interaction trajectory of the virtual unit, the interaction trajectory displayed in the game editing scene can be updated, so that users can more intuitively judge whether the configuration of the target scene components meets the user's expectations, which can reduce the difficulty of adjustment for users to a certain extent.
[0081] Optionally, after the interaction trajectory is updated, the original interaction trajectory can be hidden and no longer displayed to avoid making the game editing scene interface too cluttered and hindering the user's editing operation.
[0082] In an alternative implementation, the following steps may also be performed: in response to the trajectory hiding operation, the interactive trajectory displayed in the game editing scene is hidden so that the user can flexibly control the display of the interactive trajectory and make it easier for the user to edit.
[0083] For example, in response to the triggering operation of the trajectory hiding control in the game editing scene, the interactive trajectory displayed in the game editing scene can be hidden.
[0084] For example, in response to a click operation on an interaction trajectory displayed in a game editing scene, the clicked interaction trajectory can be hidden.
[0085] Optionally, if the interaction trajectory is hidden, it can be re-executed. Figure 2 The steps shown are used to conduct a new round of game testing to redisplay the interaction trajectories.
[0086] refer to Figure 7 As shown, a flowchart for editing scene components is also provided, which may include the following steps:
[0087] Step S701: Display the game editing scene in the graphical user interface provided by the game program running on the terminal device;
[0088] Step S702: In response to the game test command, switch the game editing scene to the game test scene;
[0089] Step S703: In response to the virtual unit performing component interaction behavior in the game test scene, record the interaction trajectory between the virtual unit and the target scene component being interacted with;
[0090] Step S704: In response to the virtual unit performing component interaction behavior in the game test scene, obtain the motion trajectory generated by the virtual unit during the execution of component interaction behavior;
[0091] Step S705: Determine the interaction trajectory between the virtual unit and the target scene component being interacted with, based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior.
[0092] Step S706: In response to the game test end command, switch the game test scene to the game editing scene, and display the interaction trajectory at the target scene component in the game editing scene;
[0093] In step S707, in response to the adjustment operation of the component properties of the target scene component, the interaction trajectory displayed in the game editing scene is updated based on the adjusted component properties of the target scene component.
[0094] Figure 7 The steps shown involve adjusting component properties based on the displayed interaction trajectory. On one hand, this eliminates the need for users to repeatedly perform game testing, simplifying user operations and reducing the difficulty of component adjustments. On the other hand, it avoids memory bias from game trial results, reducing the number of component adjustments and improving the efficiency of component adjustments.
[0095] Exemplary embodiments of this disclosure also provide a game editing processing apparatus. (See reference...) Figure 8 As shown, the game editing processing device 800 may include the following program modules:
[0096] The scene editing display module 810 is used to display the game editing scene in the graphical user interface provided by the game program running on the terminal device, wherein the game editing scene includes scene components;
[0097] The test scene display module 820 is used to provide a game test scene in the graphical user interface in response to game test commands. The game test scene is configured with a virtual unit and an active scene component, wherein the virtual unit is controlled by the terminal device.
[0098] The interaction trajectory recording module 830 is used to respond to the virtual unit's component interaction behavior in the game test scene and record the interaction trajectory between the virtual unit and the target scene component, wherein the target scene component is one or more components in the scene component;
[0099] The interaction trajectory display module 840 is used to display the game editing scene in the graphical user interface in response to the game test end command, and to display the interaction trajectory at the target scene component in the game editing scene.
[0100] In an optional implementation, based on the foregoing scheme, the game editing processing device 800 further includes: a trajectory update module, used to update the interaction trajectory displayed in the game editing scene based on the adjusted component attributes of the target scene component in response to the adjustment operation of the component attributes of the target scene component.
[0101] In one alternative implementation, based on the foregoing scheme, the component attributes may further include any one or more of the following: placement position, rotation angle, size, and virtual machine configuration.
[0102] In an optional implementation, based on the aforementioned scheme, the trajectory update module can be configured to: acquire behavior data corresponding to component interaction behavior and component data that affects the movement of the virtual unit; update the component data that affects the movement of the virtual unit based on the adjusted component attributes of the target scene component; determine the new interaction trajectory of the virtual unit based on the behavior data corresponding to component interaction behavior and the updated component data that affects the movement of the virtual unit; and update the interaction trajectory displayed in the game editing scene according to the new interaction trajectory of the virtual unit.
[0103] In one optional implementation, based on the foregoing scheme, the component interaction behavior includes any one of the following: game behavior that matches the action controls in the game test scenario, or game behavior that matches the virtual machine settings configured for the scene components in the game test scenario.
[0104] In an optional implementation, based on the aforementioned scheme, the interaction trajectory recording module 830 includes: a motion trajectory acquisition module, which acquires the motion trajectory generated by the virtual unit during the execution of component interaction behavior in response to the virtual unit performing component interaction behavior in the game test scenario; and an interaction trajectory determination module, which determines the interaction trajectory between the virtual unit and the target scene component being interacted with based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior.
[0105] In an optional implementation, based on the aforementioned scheme, the interaction trajectory determination module can be configured to: determine whether the starting and ending positions of the motion trajectory generated by the virtual unit during the execution of component interaction behavior are located in the same scene component; if they are not located in the same scene component, then the motion trajectory generated by the virtual unit during the execution of component interaction behavior is taken as the interaction trajectory between the virtual unit and the target scene component being interacted with.
[0106] In an optional implementation, based on the aforementioned scheme, the interaction trajectory display module 840 can be configured to display the interaction trajectory at the target scene component in the game editing scene from a specific perspective; wherein, the specific perspective is the perspective presented by the game editing scene before responding to the game test command, or the trajectory observation perspective determined based on the interaction trajectory.
[0107] In an optional implementation, based on the aforementioned scheme, the game editing processing device 800 further includes: a trajectory hiding module, used to hide the interactive trajectory displayed in the game editing scene in response to the trajectory hiding operation.
[0108] The specific details of each part of the game editing processing device 800 have been described in detail in the method section of the implementation. For any undisclosed details, please refer to the implementation content of the method section, and therefore will not be repeated here.
[0109] Exemplary embodiments of this disclosure also provide a computer-readable storage medium for implementing the above-described game editing processing method, which can be implemented as a program product including program code. When the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure.
[0110] Specifically, a program product stored on a computer-readable storage medium can perform the following steps:
[0111] The game editing scene is displayed in the graphical user interface provided by the game program running on the terminal device, wherein the game editing scene includes scene components;
[0112] In response to a game test command, a game test scenario is provided in the graphical user interface. The game test scenario is configured with a virtual unit and an active scenario component, wherein the virtual unit is controlled by the terminal device.
[0113] In response to the virtual unit performing component interaction behavior in the game test scenario, the interaction trajectory between the virtual unit and the target scene component being interacted with is recorded, where the target scene component is one or more components in the scene component;
[0114] In response to the game test ending command, the game editing scene is displayed in the graphical user interface, and the interaction trajectory is displayed at the target scene component in the game editing scene.
[0115] In an alternative implementation, based on the foregoing scheme, the following steps may also be performed: in response to the adjustment operation of the component properties of the target scene component, the interaction trajectory displayed in the game editing scene is updated based on the adjusted component properties of the target scene component.
[0116] In one alternative implementation, based on the aforementioned scheme, the component attributes include any one or more of the following: placement position, rotation angle, size, and virtual machine configuration.
[0117] In an optional implementation, based on the aforementioned scheme, updating the interaction trajectory displayed in the game editing scene based on the adjusted component attributes of the target scene components can be achieved through the following steps: obtaining behavior data corresponding to component interaction behaviors and component data affecting the movement of virtual units; updating the component data affecting the movement of virtual units based on the adjusted component attributes of the target scene components; determining the new interaction trajectory of virtual units based on the behavior data corresponding to component interaction behaviors and the updated component data affecting the movement of virtual units; and updating the interaction trajectory displayed in the game editing scene according to the new interaction trajectory of virtual units.
[0118] In one optional implementation, based on the foregoing scheme, the component interaction behavior includes any one of the following: game behavior that matches the action controls in the game test scenario, or game behavior that matches the virtual machine settings configured for the scene components in the game test scenario.
[0119] In an optional implementation, based on the aforementioned scheme, the above-mentioned response to the virtual unit performing component interaction behavior in the game test scenario and recording the interaction trajectory between the virtual unit and the target scene component being interacted with can be achieved through the following steps: in response to the virtual unit performing component interaction behavior in the game test scenario, obtaining the motion trajectory generated by the virtual unit during the execution of component interaction behavior; determining the interaction trajectory between the virtual unit and the target scene component being interacted with based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior.
[0120] In an optional implementation, based on the aforementioned scheme, the determination of the interaction trajectory between the virtual unit and the target scene component based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior can be achieved through the following steps: determining whether the starting and ending positions of the motion trajectory generated by the virtual unit during the execution of component interaction behavior are located in the same scene component; if they are not located in the same scene component, then the motion trajectory generated by the virtual unit during the execution of component interaction behavior is taken as the interaction trajectory between the virtual unit and the target scene component.
[0121] In an optional implementation, based on the aforementioned scheme, the display of the interaction trajectory at the target scene component in the game editing scene can be achieved through the following steps: displaying the interaction trajectory at the target scene component in the game editing scene from a specific perspective; wherein, the specific perspective is the perspective presented by the game editing scene before responding to the game test command, or the trajectory observation perspective determined based on the interaction trajectory.
[0122] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to the trajectory hiding operation, the interactive trajectory displayed in the game editing scene is hidden.
[0123] In the aforementioned game editing process, by recording the interaction trajectories between virtual units and the target scene components in the game test scenario, the game effects produced by the scene components are displayed more intuitively. On the one hand, users do not need to repeatedly perform game testing, which simplifies user operations and reduces the difficulty of component adjustment. On the other hand, it avoids the memory bias of game trial results, reduces the number of component adjustments, and improves the efficiency of component adjustment.
[0124] In one alternative implementation, the program product may be implemented as a portable compact disc read-only memory (CD-ROM) and include program code, and may run on an electronic device, such as a personal computer. However, the program product disclosed herein is not limited thereto, and in this document, a readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0125] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0126] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0127] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF (Radio Frequency), etc., or any suitable combination thereof.
[0128] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0129] Exemplary embodiments of this disclosure also provide an electronic device for implementing the above-described game editing processing method, such as the aforementioned terminal device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the method in this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0130] The following is for reference. Figure 9 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 9 The electronic device 900 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0131] like Figure 9 As shown, the electronic device 900 may include: a processor 910, a memory 920, a bus 930, an I / O (input / output) interface 940, a network adapter 950, and a display 960.
[0132] The memory 920 may include volatile memory, such as RAM 921 and cache unit 922, and may also include non-volatile memory, such as ROM 923. The memory 920 may also include one or more program modules 924, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 924 may include the modules described above.
[0133] The processor 910 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0134] The processor 910 can be used to execute executable instructions stored in the memory 920, such as performing any one or more method steps in this exemplary embodiment.
[0135] Specifically, processor 910 may perform the following steps:
[0136] The game editing scene is displayed in the graphical user interface provided by the game program running on the terminal device, wherein the game editing scene includes scene components;
[0137] In response to a game test command, a game test scenario is provided in the graphical user interface. The game test scenario is configured with a virtual unit and an active scenario component, wherein the virtual unit is controlled by the terminal device.
[0138] In response to the virtual unit performing component interaction behavior in the game test scenario, the interaction trajectory between the virtual unit and the target scene component being interacted with is recorded, where the target scene component is one or more components in the scene component;
[0139] In response to the game test ending command, the game editing scene is displayed in the graphical user interface, and the interaction trajectory is displayed at the target scene component in the game editing scene.
[0140] In an alternative implementation, based on the foregoing scheme, the following steps may also be performed: in response to the adjustment operation of the component properties of the target scene component, the interaction trajectory displayed in the game editing scene is updated based on the adjusted component properties of the target scene component.
[0141] In one alternative implementation, based on the aforementioned scheme, the component attributes include any one or more of the following: placement position, rotation angle, size, and virtual machine configuration.
[0142] In an optional implementation, based on the aforementioned scheme, updating the interaction trajectory displayed in the game editing scene based on the adjusted component attributes of the target scene components can be achieved through the following steps: obtaining behavior data corresponding to component interaction behaviors and component data affecting the movement of virtual units; updating the component data affecting the movement of virtual units based on the adjusted component attributes of the target scene components; determining the new interaction trajectory of virtual units based on the behavior data corresponding to component interaction behaviors and the updated component data affecting the movement of virtual units; and updating the interaction trajectory displayed in the game editing scene according to the new interaction trajectory of virtual units.
[0143] In one optional implementation, based on the foregoing scheme, the component interaction behavior includes any one of the following: game behavior that matches the action controls in the game test scenario, or game behavior that matches the virtual machine settings configured for the scene components in the game test scenario.
[0144] In an optional implementation, based on the aforementioned scheme, the above-mentioned response to the virtual unit performing component interaction behavior in the game test scenario and recording the interaction trajectory between the virtual unit and the target scene component being interacted with can be achieved through the following steps: in response to the virtual unit performing component interaction behavior in the game test scenario, obtaining the motion trajectory generated by the virtual unit during the execution of component interaction behavior; determining the interaction trajectory between the virtual unit and the target scene component being interacted with based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior.
[0145] In an optional implementation, based on the aforementioned scheme, the determination of the interaction trajectory between the virtual unit and the target scene component based on the motion trajectory generated by the virtual unit during the execution of component interaction behavior can be achieved through the following steps: determining whether the starting and ending positions of the motion trajectory generated by the virtual unit during the execution of component interaction behavior are located in the same scene component; if they are not located in the same scene component, then the motion trajectory generated by the virtual unit during the execution of component interaction behavior is taken as the interaction trajectory between the virtual unit and the target scene component.
[0146] In an optional implementation, based on the aforementioned scheme, the display of the interaction trajectory at the target scene component in the game editing scene can be achieved through the following steps: displaying the interaction trajectory at the target scene component in the game editing scene from a specific perspective; wherein, the specific perspective is the perspective presented by the game editing scene before responding to the game test command, or the trajectory observation perspective determined based on the interaction trajectory.
[0147] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to the trajectory hiding operation, the interactive trajectory displayed in the game editing scene is hidden.
[0148] In the aforementioned game editing process, by recording the interaction trajectories between virtual units and the target scene components in the game test scenario, the game effects produced by the scene components are displayed more intuitively. On the one hand, users do not need to repeatedly perform game testing, which simplifies user operations and reduces the difficulty of component adjustment. On the other hand, it avoids the memory bias of game trial results, reduces the number of component adjustments, and improves the efficiency of component adjustment.
[0149] Bus 930 is used to connect different components of electronic device 900 and may include data bus, address bus and control bus.
[0150] Electronic device 900 can communicate with one or more external devices 1000 (such as keyboard, mouse, external controller, etc.) through I / O interface 940.
[0151] Electronic device 900 can communicate with one or more networks via network adapter 950. For example, network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 950 can communicate with other modules of electronic device 900 via bus 930.
[0152] Electronic device 900 can display a graphical user interface via display 960, such as displaying game editing scenes, related editing interfaces, or settings interfaces.
[0153] although Figure 9 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 900, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0154] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0155] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0156] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A game editing method, characterized in that, The method includes: The game editing scene is displayed in the graphical user interface provided by the game program running on the terminal device, wherein the game editing scene includes scene components; In response to a game test command, a game test scenario is provided in the graphical user interface, wherein a virtual unit and an active scenario component are configured in the game test scenario, and the virtual unit is controlled by the terminal device; In response to the virtual unit performing component interaction behavior in the game test scenario, the interaction trajectory between the virtual unit and the target scene component being interacted with is recorded, wherein the target scene component is one or more components among the scene components; In response to the game test end command, the game editing scene is displayed in the graphical user interface, and the interaction trajectory is displayed at the target scene component in the game editing scene.
2. The method according to claim 1, characterized in that, The method further includes: In response to the adjustment operation of the component properties of the target scene component, the interaction trajectory displayed in the game editing scene is updated based on the adjusted component properties of the target scene component.
3. The method according to claim 2, characterized in that, The component attributes include any one or more of the following: placement position, rotation angle, size, and virtual machine configuration.
4. The method according to claim 2, characterized in that, The step of updating the interaction trajectory displayed in the game editing scene based on the adjusted component attributes of the target scene component includes: Obtain behavioral data corresponding to the component's interactive behavior and component data that affects the movement of the virtual unit; Based on the adjusted component attributes of the target scene components, update the component data that affects the movement of the virtual unit; Based on the behavioral data corresponding to the component interaction behavior and the updated component data that affects the movement of the virtual unit, a new interaction trajectory of the virtual unit is determined. Update the interaction trajectory displayed in the game editing scene based on the new interaction trajectory of the virtual unit.
5. The method according to claim 1, characterized in that, The component interaction behavior includes any of the following: Game behaviors that match the action controls in the game test scenario, and game behaviors that match the virtual machine settings configured for scene components in the game test scenario.
6. The method according to claim 1, characterized in that, The step of responding to the virtual unit performing component interaction behavior in the game test scenario and recording the interaction trajectory between the virtual unit and the interacting target scene component includes: In response to the virtual unit performing component interaction behavior in the game test scenario, the motion trajectory generated by the virtual unit during the execution of the component interaction behavior is obtained; Based on the motion trajectory generated by the virtual unit during the execution of the component interaction behavior, the interaction trajectory between the virtual unit and the target scene component being interacted with is determined.
7. The method according to claim 6, characterized in that, Determining the interaction trajectory between the virtual unit and the target scene component based on the motion trajectory generated by the virtual unit during the execution of the component interaction behavior includes: Determine whether the starting and ending positions of the motion trajectory generated by the virtual unit during the execution of the component interaction behavior are located in the same scene component; If they are not located in the same scene component, the motion trajectory generated by the virtual unit during the execution of the component's interactive behavior shall be taken as the interaction trajectory between the virtual unit and the target scene component being interacted with.
8. The method according to claim 1, characterized in that, Displaying the interaction trajectory at the target scene component in the game editing scene includes: The interaction trajectory is displayed at the target scene component in the game editing scene from a specific perspective; The specific perspective is either the perspective presented in the game editing scene in response to the game test command, or the trajectory observation perspective determined based on the interaction trajectory.
9. The method according to claim 1, characterized in that, The method further includes: In response to the trajectory hiding operation, the interactive trajectory displayed in the game editing scene is hidden.
10. A game editing and processing device, characterized in that, The device includes: An editing scene display module is used to display a game editing scene in the graphical user interface provided by the game program running on the terminal device, wherein the game editing scene includes scene components; A test scene display module is used to provide a game test scene in the graphical user interface in response to a game test command. The game test scene is configured with a virtual unit and the scene component in an active state, wherein the virtual unit is controlled by the terminal device. An interaction trajectory recording module is used to record the interaction trajectory between the virtual unit and the target scene component in response to the virtual unit performing component interaction behavior in the game test scenario, wherein the target scene component is one or more components among the scene components; An interactive trajectory display module is used to display the game editing scene in the graphical user interface in response to a game test end command, and to display the interactive trajectory at the target scene component in the game editing scene.
11. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 9.
12. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; A monitor is used to display a graphical user interface; The processor is configured to execute the method of any one of claims 1 to 9 by executing the executable instructions.
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