Game scene construction method, device, electronic device and readable storage medium

By adding and editing frameworks in the game scene and adjusting component attributes according to the framework properties, the problem of inefficient game scene construction is solved, and a game scene that meets players' expectations is quickly built.

CN118203827BActive Publication Date: 2025-08-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410424061.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-04-09
Publication Date
2025-08-01
Estimated Expiration
2044-04-09

AI Technical Summary

Technical Problem

During game scene construction, the prior art leads to inefficient construction because players need to spend a lot of time adjusting complex style components to achieve the desired effect.

Method used

By providing a graphical user interface, players can add target frameworks, and display and store framework attributes in response to framework editing operations, combine component association operations, and adjust component attributes according to framework attributes, so as to quickly realize component adjustments to meet player expectations.

Benefits of technology

It improves the efficiency of building game scenes, reduces the time spent on players in adjusting complex style components, and realizes the rapid construction of game scenes that meet expectations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a method, apparatus, electronic device, and computer-readable storage medium for constructing a game scene. In the embodiments of the present application, in response to an operation of adding a new frame to the framework of the game scene, a target frame is added to the game scene; in response to an operation of editing the frame of the target frame, the edited target frame is displayed, and the frame attributes of the edited target frame are stored; in response to an operation of associating a preset target component with the target frame, the component attributes of the target component are adjusted according to the frame attributes of the target frame; and the target component is displayed according to the adjusted component attributes. The embodiments of the present application can improve the construction efficiency of the game scene.
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Description

Technical Field

[0001] This application relates to the field of game technologies, and particularly to a method, apparatus, electronic device, and computer-readable storage medium for constructing a game scene. Background Art

[0002] In the wave of the Internet, the continuous development and evolution of hardware and software technologies have promoted the emergence of intelligent devices and software. At the same time, a large number of games with different themes have emerged to meet the needs of users.

[0003] Currently, in games, when players want to construct a game scene by themselves, they often can only gradually add components to the scene to construct the game scene from small to large. However, in the process of constructing the game scene, due to the different styles corresponding to different components, it takes a lot of time to adjust some complex styles to the expected effects of players, resulting in low construction efficiency of the game scene. Summary of the Invention

[0004] Embodiments of this application provide a method, apparatus, electronic device, and computer-readable storage medium for constructing a game scene, which can improve the construction efficiency of the game scene.

[0005] In a first aspect, embodiments of this application provide a method for constructing a game scene. A graphical user interface is provided through a terminal device, and the content displayed in the graphical user interface includes at least part of the game scene. The method includes:

[0006] Responding to an operation of adding a new frame to the game scene, adding a target frame to the game scene;

[0007] Responding to an operation of editing the frame of the target frame, displaying the edited target frame, and storing the frame attributes of the edited target frame;

[0008] Responding to an operation of associating a preset target component with the target frame, adjusting the component attributes of the target component according to the frame attributes of the target frame;

[0009] Displaying the target component according to the adjusted component attributes.

[0010] In a second aspect, embodiments of this application further provide a device for constructing a game scene. A graphical user interface is provided through a terminal device, and the content displayed in the graphical user interface includes at least part of the game scene. The device includes:

[0011] A frame adding module, configured to respond to an operation of adding a new frame to the game scene and add a target frame to the game scene;

[0012] A frame display module, configured to display the edited target frame in response to a frame editing operation on the target frame, and store the frame attributes of the edited target frame;

[0013] An attribute adjustment module, configured to adjust the component attributes of the target component according to the frame attributes of the target frame in response to a component association operation between a preset target component and the target frame;

[0014] A component display module, configured to display the target component according to the adjusted component attributes.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, including a memory storing a computer program, and when the computer program is executed by a processor, the processor is caused to execute any one of the game scene construction methods provided by the embodiments of the present application.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which includes a computer program, and when the computer program runs on an electronic device, the computer program is used to cause the electronic device to execute any one of the game scene construction methods provided by the embodiments of the present application.

[0017] In the embodiments of the present application, a graphical user interface is provided through a terminal device, and the content displayed in the graphical user interface includes at least part of a game scene. Moreover, by responding to a frame addition operation on the game scene, a target frame is added to the game scene. Then, in response to a frame editing operation on the target frame, the edited target frame is displayed, and the frame attributes of the edited target frame are stored. Finally, in response to a component association operation between a preset target component and the target frame, the component attributes of the target component are adjusted according to the frame attributes of the target frame; the target component is displayed according to the adjusted component attributes, so that by designing a game frame in the game scene, the player's conception of the game scene can be completed, and then by configuring frame attributes for the game frame, the target component can read the corresponding frame attributes of the game frame when displayed, realizing rapid adjustment of the target component, making the adjusted target component meet the player's expectations, avoiding the time spent by the player in adjusting complex-style game components, and improving the construction efficiency of the game scene. Description of the Drawings

[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for description in the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application, and those skilled in the art can obtain other drawings without creative efforts based on these drawings.

[0019] Figure 1 It is a schematic diagram of a game scene construction system provided by an embodiment of the present application;

[0020] Figure 2 It is a schematic flowchart of an embodiment of a game scene construction method provided by an embodiment of the present application;

[0021] Figure 3a It is a schematic diagram of a game scene provided by an embodiment of the present application;

[0022] Figure 3b It is a schematic diagram of a target framework in a game scene provided by an embodiment of the present application;

[0023] Figure 3c It is another schematic diagram of a target framework in a game scene provided by an embodiment of the present application;

[0024] Figure 4 It is a schematic diagram of a scene corresponding to a framework editing operation provided by an embodiment of the present application;

[0025] Figure 5 It is a schematic diagram of a determination scene of a target component provided by an embodiment of the present application;

[0026] Figure 6 It is a schematic diagram of a dragging scene of a target component provided by an embodiment of the present application;

[0027] Figure 7 It is a schematic diagram of the display of a target component in a game scene provided by an embodiment of the present application;

[0028] Figure 8 It is a schematic diagram of the structure of a game scene construction device provided by an embodiment of the present application;

[0029] Figure 9 It is a schematic diagram of the structure of an electronic device provided by an embodiment of the present application. Detailed implementation manners

[0030] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts shall fall within the protection scope of the present application.

[0031] Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.

[0032] Among them, in the description of the embodiments of the present application, terms such as "first" and "second" may be used herein to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0033] Among them, the graphical user interface: is obtained by executing a software application on the processor of a mobile terminal or other terminal and rendering it on a display, and can be the display interface of the terminal device. The graphical user interface can present the entire game scene or only a part of the game scene. The game scene includes a plurality of static virtual objects, specifically including the ground, mountains, rocks, vegetation, buildings, etc. When the game scene is relatively large, only a part of the game scene content is displayed on the graphical user interface of the terminal device during the game process.

[0034] Among them, the game scene: is the game scene displayed (or provided) when the application program runs on the terminal or server. Optionally, the game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5D game scene, or a three-dimensional game scene. The embodiments of the present application do not limit the dimension of the game scene. For example, the game scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities, and the user can control the game character to move in the game scene.

[0035] Embodiments of the present application provide a method, apparatus, electronic device, and computer-readable storage medium for constructing a game scene. Specifically, the game scene construction method according to the embodiments of the present application can be executed by an electronic device, where the electronic device can be a terminal or a server, etc. The terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. The terminal can also include a client, and the client can be a game application client, a browser client with a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence platforms.

[0036] For example, when the game scene construction method runs on a terminal, the terminal device stores a game application program and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface. For example, the game application program is downloaded and installed on the terminal device and run. The way the terminal device provides the graphical user interface to the user can include various methods. For example, it can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented through holographic projection. For example, the terminal device can include a touch display screen and a processor. The touch display screen is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The graphical user interface includes a game screen, and the processor is used to run the game, generate the graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.

[0037] For example, when the game scene construction method runs on a server, it can be a cloud game. A cloud game refers to a game mode based on cloud computing. In the operation mode of a cloud game, the running entity of the game application and the entity presenting the game screen are separated. The storage and operation of the game scene construction method are completed on the cloud game server, while the presentation of the game screen is completed on the cloud game client. The cloud game client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc. However, the terminal device for processing game data is the cloud game server in the cloud. When playing a game, the user operates the cloud game client to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the cloud game client through the network, and finally, the cloud game client decodes and outputs the game screen.

[0038] Please refer to Figure 1 , Figure 1 which is a schematic diagram of the game scene construction system provided by an embodiment of the present application. The system may include at least one terminal 1000, at least one server 2000, at least one database 3000, and a network 4000. The terminal 1000 held by the user can be connected to servers of different games through the network 4000. The terminal 1000 is any device with computing hardware that can support and execute a software product corresponding to the game. In addition, the terminal 1000 has one or more multi-touch sensitive screens for sensing and obtaining input of touch or swipe operations performed by the user at multiple points on one or more touch display screens. In addition, when the system includes multiple terminals 1000, multiple servers 2000, and multiple networks 4000, different terminals 1000 can be connected to each other through different networks 4000 and through different servers 2000. The network 4000 can be a wireless network or a wired network. For example, the wireless network can be a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals 1000 can also use their own Bluetooth network or hotspot network to connect to other terminals or to the server, etc. For example, multiple users can go online through different terminals 1000, connect through an appropriate network and synchronize with each other to support multi-player games. In addition, the system may include multiple databases 3000. The multiple databases 3000 are coupled to different servers 2000 and can continuously store information related to the game environment in the database 3000 when different users are online for multi-player games.

[0039] The following will be described in detail with reference to the accompanying drawings. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown in the accompanying drawings.

[0040] In this embodiment, a terminal is taken as an example for illustration. This embodiment provides a method for constructing a game scene. The method provides a graphical user interface through a terminal device. The content displayed in the graphical user interface includes at least part of the game scene, such as Figure 2 As shown, the specific process of this game scene construction method can be as follows:

[0041] 201. In response to an operation of adding a new frame to the above game scene, a target frame is added to the above game scene.

[0042] It can be understood that when players construct a game scene, they often have an overall concept of the game scene and then build based on the content of the concept. The content of the concept is often the basic frame and overall structure of the game scene, such as the size, orientation, color, etc. of the expected components at a certain position in the game scene. Therefore, in this embodiment, before arranging components in the game scene, the terminal first creates a game frame, so as to make the layout in the game scene more in line with the content of the player's concept by pre-building the frame, that is, placing the corresponding frame at the position where the component is to be placed in advance, so as to meet the player's concept by adjusting the frame.

[0043] Among them, the above target frame is the newly added game frame in the game scene. The target frame can be one, or two or more. When the target frame is two or more, the styles between the target frames can be the same or different, and specific settings are made according to the frame addition operation. The game frame can be three-dimensional or two-dimensional, such as three-dimensional spheres, cuboids, cylinders, etc., and two-dimensional triangles, rectangles, pentagram stars, etc. Specific settings can be made according to the requirements corresponding to different game scenes, so as to facilitate players to select a suitable frame and add it to the game scene.

[0044] Among them, the components filled into the target frame to replace the target frame for display can be any components that can be displayed in the game scene, such as structural components, item components, environmental components, mechanism components, and biological components, etc. Specific settings are made according to the differences in the game scenes corresponding to different games.

[0045] Among them, the above-mentioned frame addition operation is used to instruct the terminal to add a frame in the game scene. The added frame can randomly appear at any position in the game scene, or at a preset frame position in the game scene, or at a specific position in the game scene according to different frame addition operations. Different corresponding methods of the above-mentioned frame addition operation result in different appearance methods of the added frame.

[0046] Specifically, if the above-mentioned frame addition operation does not indicate a position when selecting the frame to be added currently, then the added frame can randomly appear at any position in the game scene, or at a preset frame position in the game scene; if the above-mentioned frame addition operation has an associated position when selecting the frame to be added currently, then the specific position where the added frame appears in the game scene can be determined based on this associated position.

[0047] In some embodiments, the content displayed in the above-mentioned graphical user interface further includes a frame addition control. The above-mentioned adding a target frame in the game scene in response to the frame addition operation on the game scene may include: the terminal can respond to a touch operation on the above-mentioned frame addition control, and display at least two candidate frames in the above-mentioned graphical user interface, so that the user can select the game frame to be added in the game scene from at least two candidate frames. The style of the candidate frame can be the same as the style of the existing candidate frames in the game scene, or a frame style that has not appeared in the game scene. Then, the terminal further determines the frame to be added to the game scene currently by responding to the selection operation on the target frame among the above-mentioned at least two candidate frames, so as to add the above-mentioned target frame in the game scene.

[0048] Among them, the above-mentioned selection operation can be a dragging operation on the target frame, or a triggering operation on the target frame, etc. The triggering operation can be a shortcut key operation, a pressing operation, a clicking operation, etc., and can be specifically set according to requirements and is not limited here.

[0049] It can be understood that since the triggering operation on the target frame does not indicate a position, the added frame can randomly appear at any position in the game scene; while the above-mentioned dragging operation on the target frame has an associated dragging position, then the specific position where the added frame appears in the game scene can be determined based on this dragging position.

[0050] Specifically, the adding of the target frame in the game scenario in response to the selection operation on the target frame among the at least two candidate frames may include: The terminal may respond to a first dragging operation on the target frame among the at least two candidate frames in the game scenario, and control the target frame to move along the dragging direction indicated by the first dragging operation. For example, if the target frame is dragged to the left in the game scenario, the target frame will move to the left accordingly. Then, the terminal may detect the first dragging operation. When it detects the end of the first dragging operation, that is, when the target frame is released after being dragged to the target position in the game scenario, the target frame is displayed at the target position in the game scenario, that is, the release position of the first dragging operation is used as the target position.

[0051] Specifically, the adding of the target frame in the game scenario in response to the selection operation on the target frame among the at least two candidate frames may include: The terminal may respond to a triggering operation on the target frame among the at least two candidate frames, and control the target frame to be displayed at a random position or a preset position in the game scenario.

[0052] Exemplarily, as Figure 3a shown in the game scenario, Figure 3a the control with "Frame" displayed in the lower right corner in Figure 3a is a new control for the above frame. The terminal may respond to a touch operation on the "Frame" control, and in the right list in the above graphical user interface, 4 candidate frames with different frame styles are displayed, namely a cylinder, a cuboid, a pentagram, and a triangle. Among them,

[0053] In one way, the terminal may respond to a first dragging operation on the cuboid, and drag the cuboid to the target position in the game scenario, as Figure 3b shown, the target frame is beside the table in the game scenario, and the position beside the table in the game scenario is the target position.

[0054] In another way, the terminal may respond to a triggering operation on the cuboid, to control the cuboid to be displayed at a random position in the game scenario, as Figure 3c shown, the target frame is on the table in the game scenario.

[0055] In addition, while at least two candidate frames are displayed in the above-mentioned graphical user interface, a search control can be displayed to search for a frame that meets the user's requirements from the at least two candidate frames by entering corresponding information in the search control, so as to facilitate the user to operate on the frame that meets their requirements. Moreover, while at least two candidate frames are displayed in the above-mentioned graphical user interface, a filtering control can be displayed to filter out a frame that meets the user's requirements from the at least two candidate frames by entering filtering conditions in the filtering control, so as to facilitate the user to operate on the frame that meets their requirements. Among them, as Figure 3a shown, Figure 3a the controls displayed below the candidate frames in Figure 3a are the search control and the filtering control.

[0056] In some embodiments, since there may already be at least one game frame in the game scene, the game frame can be a frame with configured frame attributes or a frame without configured frame attributes. Therefore, in order to improve the construction efficiency of the game scene, the player can copy the game frames that already exist in the game scene to increase the speed of constructing game frames that meet the player's expectations.

[0057] Specifically, the above-mentioned adding a target frame to the game scene in response to a frame addition operation on the game scene may include: the terminal can respond to a frame copying operation on the first game frame among the at least one game frame, copy the first game frame to obtain a copied first game frame, and display the copied first game frame in the game scene, that is, at least two first game frames are displayed in the game scene, one is the copied first game frame, and the other is the copied first game frame obtained by copying. The above-mentioned copied first game frame is the target frame.

[0058] Among them, the position of the above-mentioned copied first game frame in the game scene can be a position that matches the position of the copied first game frame in the game scene. For example, the position of the above-mentioned copied first game frame in the game scene can be an adjacent position to the position of the copied first game frame in the game scene; or, the position of the copied first game frame in the game scene can be a position symmetrical to the position of the copied first game frame in the game scene, so as to facilitate designing a symmetrical style scene in the game scene.

[0059] It can be understood that the above-mentioned first game frame can be one or at least two. When the above-mentioned first game frame is at least two, the frame styles of the at least two first game frames can be the same or different. The terminal can copy the at least two first game frames to obtain at least two copied first game frames.

[0060] Among them, to implement operations for multiple game frameworks, such as the above-mentioned framework copying operation, the terminal can set a multi-selection control. Thus, the terminal can control all the game frameworks in the game scene to enter the selection state by responding to the trigger operation for the multi-selection control, so that the user can select the game frameworks in the selection state, thereby simultaneously selecting at least two first game frameworks to copy at least two first game frameworks.

[0061] In addition, the terminal can also control all the game frameworks in the game scene to enter the selection state by responding to a long-press operation on any game framework in the game scene, so that the user can select the game frameworks in the selection state, thereby simultaneously selecting at least two first game frameworks to copy at least two first game frameworks.

[0062] 202. In response to a framework editing operation on the above-mentioned target framework, display the edited above-mentioned target framework and store the framework attributes of the edited above-mentioned target framework.

[0063] Among them, the above-mentioned framework editing operation is used to instruct the terminal to configure framework attributes for the target framework, that is, to edit the framework attributes of the target framework. Correspondingly, the above-mentioned framework attributes include but are not limited to framework pose attributes and framework display attributes, etc. Among them, the framework pose attributes include but are not limited to position, size, and angle, etc., and the framework display attributes include but are not limited to color, brightness, and material, etc. For example, the framework position can be the coordinates of the center point of the framework in the game scene, and the framework size can be the length, width, and height information of the framework.

[0064] It can be understood that since different frameworks have different basic framework shapes, such as the basic framework shape can be circular, rectangular, polyhedral, or irregular, etc., so, according to the framework shape corresponding to the framework, corresponding framework attributes can be configured for the framework. For example, for a circular framework, the framework size can be one, such as diameter size, radius size, etc., while for a rectangular framework, the framework size can have two, such as framework length and framework width.

[0065] In this embodiment, the terminal determines the current framework attributes of the target framework by responding to the above-mentioned framework editing operation, thereby displaying in the game scene the target framework corresponding to the currently determined framework attributes, so that the display form of the target framework displayed in the game scene meets the player's expectations. The displayed target framework is the edited target framework, and the corresponding framework attributes also need to be stored, so that when filling components later, the framework attributes can be assigned to the corresponding components to clarify the display form of the corresponding components.

[0066] Among them, the above-mentioned frame editing operation can be to set a control to display a corresponding editing page by triggering the control to perform frame editing operations on the editing page. Or, directly operate on the control to perform corresponding operations on a certain attribute of the target frame. For example, by rotating the control, the target frame is rotated to obtain the frame angle. It can also be to directly operate on the target frame to obtain the corresponding frame attributes after the operation. For example, by dragging the target frame to move, the frame position of the target frame is changed.

[0067] Specifically, the content displayed in the above-mentioned graphical user interface further includes a frame editing control. The above-mentioned response to the frame editing operation on the above-mentioned target frame, displaying the edited above-mentioned target frame, and storing the frame attributes of the edited above-mentioned target frame may include: when the above-mentioned target frame is in a selected state, the terminal can respond to the touch operation on the above-mentioned frame editing control to display the frame editing page corresponding to the above-mentioned target frame; or, in response to the first trigger operation on the above-mentioned target frame, display the frame editing page corresponding to the above-mentioned target frame to edit the frame attributes of the target frame through the displayed frame editing page. That is, the terminal can respond to the editing operation on the above-mentioned frame editing page to clarify the frame attributes generated by the user's current operation on the frame editing page, and then display the edited above-mentioned target frame and store the frame attributes of the edited above-mentioned target frame.

[0068] Among them, the above-mentioned touch operation can be a sliding operation, a pressing operation, a clicking operation, etc., which can be specifically set according to requirements and are not limited here. Similarly, the above-mentioned first trigger operation can also be a sliding operation, a pressing operation, a clicking operation, etc., which can be specifically set according to requirements and are not limited here.

[0069] Among them, since there are various attributes of the frame attributes of the target frame, such as frame size, frame angle, frame color, frame material, etc., there can be multiple operation methods for the editing operation on the frame editing page. For example, when editing the frame color, if there are multiple candidate colors on the frame editing page, the frame color can be selected from the frame editing page by responding to the selection operation. Another example is when editing the frame angle. If an angle input window is provided on the frame editing page, the terminal can clarify the frame angle by responding to the information input operation of the angle input window. Another example is when editing the frame size. If a size bar and a slider set on the size bar are provided on the frame editing page, the terminal can clarify the size information corresponding to the position where the slider stops on the size bar by responding to the sliding operation of the slider on the size bar, and use this size information as the frame size.

[0070] It can be understood that since there can be at least two of the above-mentioned target frames, and attributes are configured for at least two target frames to achieve one-time attribute editing, therefore, to implement a frame editing operation for at least two target frames, the terminal can set a multi-selection control. Thus, the terminal can control all the game frames in the game scene to enter the selection state by responding to the trigger operation for the multi-selection control, so that the user can select the game frames in the selection state, and at least two target frames are in the selected state.

[0071] In some embodiments, if the newly added target frame is obtained by copying, and the target frame has the frame attributes of the game frame being copied, then when performing a frame editing operation on the frame attributes of the target frame, there may be a situation where the frame attributes copied from the target frame are adjusted, such as adjusting the position of the target frame, or for example, adjusting the angle of the target frame, etc.

[0072] Specifically, the displaying of the edited target frame in response to the frame editing operation on the target frame, and the storing of the frame attributes of the edited target frame, may include: The terminal can respond to the frame editing operation on the target frame to obtain the editing information for editing the target frame, and then update the frame attributes corresponding to the target frame through this editing information to obtain the updated frame attributes. Then, the terminal displays the target frame corresponding to the updated frame attributes and stores the updated frame attributes.

[0073] In some embodiments, since players hope that at least two frames with an associated relationship in the constructed game scene can affect each other when the attributes of one frame change, such as the parent-child relationship between frames, and the child frame can move along with the movement of the parent frame, thereby improving the speed of game frame layout in the game scene.

[0074] Specifically, the game scene includes at least one game frame, and the content displayed in the graphical user interface further includes a binding control, and may further include: When the second game frame among the at least one game frame is in the selected state, the terminal can respond to the touch operation on the binding control to control the second game frame to enter the locked state, that is, the attributes of the second game frame cannot be adjusted currently, such as changing the frame position, frame color, etc. Then, the terminal can respond to the second trigger operation on the target frame to use the second game frame as a child frame having an associated relationship with the target frame, that is, at least one type of pose type attribute information such as the frame position, frame size, and frame angle of the second game frame can be changed according to the change of the pose type attribute information of the target frame.

[0075] For example, a change in the frame position of the target frame affects the change in the frame position of the second game frame. Specifically, the terminal can, in response to a third drag operation on the above-mentioned target frame in the above-mentioned game scenario, control the above-mentioned target frame and the above-mentioned second game frame to move in the drag direction indicated by the third drag operation, thereby affecting the frame position adjustment of other game frames associated with the game frame by adjusting the frame position of one game frame, greatly improving the construction efficiency of the game scenario.

[0076] Exemplarily, if the second game frame is set as a sub-frame having an associated relationship with the target frame, then when the angle of the target frame changes, the terminal can determine the angle difference between the frame angle of the target frame before the change and the frame angle after the change, as well as the direction of the angle change, and thus, based on the angle difference and the direction of the angle change, correspondingly adjust the frame angle of the second game frame.

[0077] Alternatively, when the frame size of the target frame changes, the terminal can determine the change ratio between the frame size of the target frame before the change and the frame size after the change, and thus, based on the change ratio, perform an equal ratio adjustment centered on the center point of the second game frame to obtain the adjusted frame size of the second game frame.

[0078] It can be understood that the above-mentioned second game frame can be one, or two or more. The styles between two or more second game frames can be the same or different. When two or more second game frames are configured as sub-frames having an associated relationship with the above-mentioned target frame, an operation of performing corresponding attribute editing on the above-mentioned target frame can affect the frame attributes of two or more second game frames. On the contrary, an operation of performing corresponding attribute editing on two or more second game frames does not affect the frame attributes of the target frame.

[0079] It can be understood that since there can be at least two of the above-mentioned second game frames to achieve that an attribute editing of the target frame affects the frame attributes of at least two second game frames, therefore, to implement the relationship binding between at least two second game frames and the target frame, the terminal can set a multi-selection control, and thus the terminal, by responding to a trigger operation on the multi-selection control, controls all game frames in the game scenario to enter a selection state, so that the user can select the game frames in the selection state to make at least two second game frames in a selected state.

[0080] In some embodiments, since players have a need for components displayed in a certain game area to be connected to each other when constructing a game scene in order to better display the game scene. For example, if a forest is displayed in a certain game area, then each tree component in that game area is connected to at least one other tree component. However, due to the different styles of different tree components, players cannot clearly determine with the naked eye whether two tree components are connected when adding components. Therefore, in this embodiment, the terminal can pre-connect at least two game frames so that after two components are filled into the game frames later, they are connected together.

[0081] Specifically, the above game scene includes at least one game frame, and the content displayed in the above graphical user interface further includes a combination control. It further includes: when the above target frame is in a selected state, in response to a trigger operation on the above combination control, determining a third game frame that meets a preset combination condition from the above at least one game frame, and connecting one side of the above third game frame and the above target frame.

[0082] Among them, the above combination condition can be a frame with the same frame style as the target frame, or a frame with the same frame attribute as the target frame, or a frame whose distance between the frame position and the target frame position is less than a preset distance. It can be specifically set according to requirements and is not limited here.

[0083] Exemplarily, as Figure 4 shown, Figure 4 shown is a schematic diagram of the scene corresponding to the frame editing operation. Figure 4 It shows "Frame Editing" control, "Hide" control, "Rotate" control, "Zoom" control, "Move" control, "Bind" control, "Delete" control, "Combine" control, "Multi-Select" control, and "More" control.

[0084] Among them, the terminal can respond to the touch operation on the Figure 4 "Frame Editing" control in it to display the frame editing page corresponding to the above target frame for editing the frame attributes of the target frame, such as editing the frame color, frame material, frame size, etc. The terminal can respond to the touch operation on the Figure 4 "Rotate" control in it to rotate the target frame to obtain the frame angle corresponding to the rotated target frame. The terminal can respond to the touch operation on the Figure 4 "Zoom" control in it to reduce or enlarge the target frame to obtain the frame size corresponding to the scaled target frame. The terminal can respond to the touch operation on the Figure 4 "Move" control in it to move the target frame to obtain the frame position corresponding to the moved target frame.

[0085] Moreover, the terminal can respond to a touch operation on the Figure 4 "multiple selection" control in Figure 4 to control all game frameworks in the game scene to enter the selection state, so that the user can select the game frameworks in the selection state. The terminal can respond to a touch operation on the Figure 4 "binding" control in Figure 4 to bind the parent-child relationship between at least two game frameworks in the game scene. The terminal can respond to a touch operation on the

[0086] "combination" control in Figure 4 to connect at least two game frameworks in the game scene together. The terminal can respond to a touch operation on the

[0087] "delete" control in Figure 4 to delete at least one game framework in the selected state in the game scene.

[0088] 203. Respond to the component association operation between the preset target component and the above target framework, and adjust the component attributes of the above target component according to the framework attributes of the above target framework;

[0089] 204. Display the above target component according to the adjusted component attributes.

[0090] Among them, the above target component can be a target component pre-set on the graphical user interface, or at least one type of component control is provided through the graphical user interface. Then, the terminal can respond to a trigger operation on the target type of component control in the above at least one type to display a component list corresponding to the target type of component control on the graphical user interface. Then, the terminal responds to a component selection operation in the component list and uses the selected component as the target component.

[0091] In addition, since there may be multiple different categories of components under different types of component controls, such as structural categories, item categories, environmental categories, mechanism categories, biological categories, combination categories, etc., category features can be further classified. In response to a trigger operation on a component control of a target type, at least one component control corresponding to a category feature under the target type is displayed, so that in response to a trigger operation on a component control of a target category feature among at least one category feature, a component list corresponding to the component control of the target category feature is displayed on the graphical user interface.

[0092] Exemplarily, as Figure 5 shown, Figure 5 an edited target frame is displayed beside the table in Figure 5 and different types of component controls are displayed on the right, such as Figure 5 the "structure" component control, "item" component control, "environment" component control, "mechanism" component control, and "biological" component control in

[0093] The terminal can respond to a trigger operation by the player on the "environment" component control to display component controls of different category features under the "environment" component on the graphical user interface, such as Figure 5 the "landform" component control, "tree" component control, "vegetation" component control, "building" component control, "environmental decoration" component control, "special effect" component control, and "sticker" component control in

[0094] Then, the terminal can respond to a trigger operation by the player on the "vegetation" component control to display a component list corresponding to the "vegetation" component control on the graphical user interface, such as Figure 5 the "areca palm" component, "hanging basket" component, and "mushroom" component in

[0095] In this embodiment, the terminal associates the target component with the target frame to trigger an event of replacing the target frame with the target component for display. For example, hiding the above-mentioned target frame and setting the above-mentioned target component at the position where the above-mentioned target frame is located. Therefore, it is necessary to use the frame attributes of the above-mentioned target frame to adjust the component attributes of the above-mentioned target component, so as to realize the display of the above-mentioned target component replacing the target frame according to the adjusted above-mentioned component attributes. For example, the above-mentioned frame attributes of the above-mentioned target frame can be given to the above-mentioned target component, and the above-mentioned target component after being given the attributes is displayed, so that the player does not need to perform component adjustment operations when facing components with complex styles, but directly gives the player's expected requirements to the target component through the target frame. For example, adjusting the size of the target component when it is displayed based on the frame size, using the frame position as the position of the target component when it is displayed, and using the frame angle as the target component.

[0096] Among them, the above component association operation is used to indicate the association of a target component and a target frame, so that the target component replaces the target frame and is displayed in the game scene. The component association operation can be a drag operation on the target component. For example, dragging the target component onto the target frame; it can also be a drag operation on the target frame. For example, dragging the target frame onto the target component; it can also be when the target component or the target frame is in a selected state, touching the other party that is not in a selected state to achieve the association between the two. Specifically, it can be set according to requirements and is not limited here.

[0097] Specifically, the above adjusting the component attributes of the target component according to the frame attributes of the target frame in response to a component association operation between a preset target component and the above target frame may include: when the above target frame is in a selected state, the terminal can respond to a touch operation on the above target component and adjust the component attributes of the above target component according to the frame attributes of the above target frame.

[0098] Specifically, the above adjusting the component attributes of the target component according to the frame attributes of the target frame in response to a component association operation between a preset target component and the above target frame may include: the terminal can respond to a second drag operation of dragging a preset target component towards the above target frame, and control the above target component to move towards the above target frame. Then, the terminal can respond to the above target component and the above target frame satisfying a preset adsorption condition, and generate an adsorption effect. At this time, the player can release the drag on the above target component to complete the adsorption, that is, adjust the component attributes of the above target component according to the frame attributes of the above target frame.

[0099] It can be understood that while the terminal controls the above target component to move towards the above target frame in the dragging direction indicated by the second drag operation, the target component may or may not be displayed in the component list.

[0100] Among them, the above adsorption condition can be that the distance between the target component and the target frame is less than a preset adsorption distance, or that one side of the target component and the other side of the target frame are on the same horizontal plane, etc. Specifically, it can be set according to requirements and is not limited here.

[0101] Exemplarily, as Figure 6 shown, Figure 6 shown is the dragging scenario of the target component, that is, in Figure 6 the terminal can respond to a drag operation of dragging the "Areca palm" component towards the target frame in Figure 6 and control the above "Areca palm" component to move towards the target frame, Figure 6The "Areca Palm" component composed of the dotted lines shown is the footprint of the "Areca Palm" component during movement. Figure 6 The "Areca Palm" component composed of the solid lines shown is the current position of the "Areca Palm" component.

[0102] Furthermore, it is set that when the current position of the "Areca Palm" component and Figure 6 the target frame therein meet the corresponding adsorption conditions, then as Figure 7 shown, in Figure 7 the game scene shown, the "Areca Palm" component can be adsorbed to Figure 6 the position where the target frame in Figure 6 is located, and the target frame in

[0103] In some embodiments, when the target frame and the third game frame are joined together, sometimes it is to be able to connect components of the same style. For example, a forest composed of multiple tree components. Therefore, in order to improve the construction speed of the game scene, the above-mentioned responding to the component association operation between the preset target component and the above-mentioned target frame, and adjusting the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame, may include: The terminal can respond to the component association operation between the preset target component and the above-mentioned target frame, and adjust the first component attributes of the target component corresponding to the above-mentioned target frame according to the frame attributes of the above-mentioned target frame, and adjust the second component attributes of the target component corresponding to the above-mentioned third game frame according to the frame attributes of the above-mentioned third game frame. Then, the above-mentioned displaying the above-mentioned target component according to the adjusted above-mentioned component attributes may include: displaying the above-mentioned target component according to the above-mentioned first component attributes at the position where the above-mentioned target frame is located, and displaying the above-mentioned target component according to the above-mentioned second component attributes at the position where the above-mentioned third game frame is located.

[0104] It can be understood that although the above-mentioned target frame and the above-mentioned third game frame are joined together, the frame attributes corresponding to different game frames are different. For example, the materials of game frames at different positions are different. Therefore, in order to be able to construct a game scene that more precisely meets the expectations of players, the frame attributes corresponding to different joined game frames can be different.

[0105] In some embodiments, an identifier can also be configured for the game frames in the game scene, that is, at least two game frames with the same identifier are configured as a frame group, so as to facilitate the terminal to respond to the component association operation between the preset target component and any game frame in the frame group, hide all the game frames in the frame group, and set the target component at the positions where each game frame in the frame group is located respectively. Then, the above-mentioned frame attributes of each game frame in the frame group are respectively assigned to the above-mentioned target component at the corresponding positions, and the target components after the attributes of each game frame in the frame group are assigned are displayed respectively.

[0106] In addition, a scene shape control can be set. When at least two game frames in the game scene are in the selected state, the terminal can respond to the triggering operation on the scene shape control to splice the at least two game frames in the selected state into the target shape indicated by the above scene shape control.

[0107] It can be understood that if the number of at least two game frames in the selected state is lower than the number of frames corresponding to the target shape indicated by the scene shape control, then when splicing the target shape, the corresponding number of game frames are newly added in the game scene to complete the splicing of the target shape.

[0108] If the number of at least two game frames in the selected state is higher than the number of frames corresponding to the target shape indicated by the scene shape control, then the frame sizes of the at least two game frames in the selected state can be adjusted so that the at least two game frames with adjusted frame sizes in the selected state can complete the splicing of the target shape.

[0109] It can be understood that for the current situation of placing various components to gradually build a complete game scene from small to large, which cannot meet the player's expected building requirements, that is, if the player focuses on a certain place for a long time and makes detailed adjustments to that place while ignoring the overall beauty and proportion, the constructed game scene often lacks balance or is out of proportion.

[0110] In response to this, in this embodiment, the terminal introduces game frames, which can achieve a step-by-step construction from large to small. That is, the terminal can first use the game frames to perform a global layout of the game scene to help the player pay more attention to the overall situation, help the player quickly build the game frames in the conceived game scene, and quickly record the relevant frame attributes of the conceived game frames. Then, the components are filled into the corresponding game frames to quickly realize the player's expected creativity and help the player quickly build the conceived game scene.

[0111] In some embodiments, since the above-mentioned at least two candidate frames are respectively provided with corresponding frame shapes, and each frame shape is configured with corresponding frame attributes, while the components also have different categories. To avoid information conflict between a certain category of components and the frames under a certain frame attribute, the above-mentioned adjustment of the component attributes of the preset target component according to the frame attributes of the above-mentioned target frame in response to the component association operation between the preset target component and the above-mentioned target frame may include: The terminal can respond to the component association operation between the preset target component and the above-mentioned target frame, determine the component category of the above-mentioned target component, and perform a matching judgment between the component category of the target component and the frame attributes of the target frame. If the component category of the above-mentioned target component matches the frame attributes of the above-mentioned target frame, the component attributes of the above-mentioned target component are adjusted according to the frame attributes of the above-mentioned target frame; if the component category of the above-mentioned target component does not match the frame attributes of the above-mentioned target frame, a corresponding prompt message may be displayed to prompt that the currently associated target component and target frame of the terminal account do not match, and the target component or target frame needs to be adjusted.

[0112] In some embodiments, since there are sometimes cases where a user wants to set two or more target components at the position where a certain frame is located, or to splice two or more target components to form the shape corresponding to the frame. Therefore, in this embodiment, when the above-mentioned target component includes at least two, the component pose attribute and the component display attribute in the component attributes of the at least two target components can be adjusted respectively based on the frame pose attribute and the frame display attribute included in the above-mentioned frame attributes, so as to endow the at least two target components with the frame attributes of the target frame and display them in the space where the target frame is located.

[0113] Specifically, the above-mentioned adjustment of the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame may include: The terminal can adjust the component display attribute of the above-mentioned target component according to the frame display attribute of the above-mentioned target frame, that is, adjust the display information when the target component is displayed. The component display attribute includes but is not limited to the color, material, brightness, etc. of the component. For example, the color of the target component is adjusted by the color of the frame to make the color of the target component consistent with the color of the frame.

[0114] Then, according to the above-mentioned frame pose attribute and the number of the above-mentioned target components, the component pose attribute of the above-mentioned target component is adjusted, that is, the position and pose of each target component among the at least two target components are determined, such as information such as the position, size, and angle of the target component, so that the splicing result between the at least two target components after adjusting the component pose attribute conforms to the above-mentioned target frame.

[0115] For example, if the current target components are two, the target frame is rectangular, and color A, brightness B, as well as position C and size D are configured for the target frame, then the component colors of the two target components can be adjusted to A and brightness B through color A and brightness B. The two target components can be spliced into the target component under the corresponding component pose attributes through position C and size D, so that the corresponding component pose attributes are used as the adjusted pose attributes of the target component.

[0116] As can be seen from the above content, by providing a graphical user interface through a terminal device, the content displayed in the graphical user interface includes at least part of the game scene. And, by responding to the frame addition operation on the game scene, a target frame is added to the game scene. Then, in response to the frame editing operation on the target frame, the edited target frame is displayed, and the frame attributes of the edited target frame are stored. Finally, in response to the component association operation between the preset target component and the target frame, the component attributes of the target component are adjusted according to the frame attributes of the target frame; the target component is displayed according to the adjusted component attributes, so that by designing a game frame in the game scene, the player's conception of the game scene can be completed. Then, by configuring frame attributes for the game frame, the target component can read the frame attributes of the corresponding game frame when displayed, realizing rapid adjustment of the target component, making the adjusted target component meet the player's expectations, avoiding the time spent by the player in adjusting complex-style game components, and improving the construction efficiency of the game scene.

[0117] To better implement the above method, an embodiment of the present application further provides a game scene construction device. The game scene construction device can be specifically integrated in an electronic device, such as a computer device, and the computer device can be a device such as a terminal or a server.

[0118] Among them, the terminal can be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, or a personal computer; the server can be a single server or a server cluster composed of multiple servers.

[0119] For example, in this embodiment, taking the game scene construction device being specifically integrated in the terminal as an example, the method of the embodiment of the present application will be described in detail. This embodiment provides a game scene construction device. The device provides a graphical user interface through a terminal device, and the content displayed in the graphical user interface includes at least part of the game scene, as Figure 8 shown, the game scene construction device may include:

[0120] A frame addition module 801, configured to add a target frame to the game scene in response to a frame addition operation on the game scene;

[0121] A frame display module 802, configured to display the edited target frame in response to a frame editing operation on the target frame, and store the frame attributes of the edited target frame;

[0122] An attribute adjustment module 803, configured to adjust the component attributes of the target component according to the frame attributes of the target frame in response to a component association operation between a preset target component and the target frame;

[0123] A component display module 804, configured to display the target component according to the adjusted component attributes.

[0124] In some embodiments, the content displayed in the graphical user interface further includes a frame addition control, and the frame addition module 801 is specifically configured to:

[0125] In response to a touch operation on the frame addition control, display at least two candidate frames in the graphical user interface;

[0126] In response to a selection operation on a target frame among the at least two candidate frames, add the target frame to the game scene.

[0127] In some embodiments, the frame addition module 801 is specifically configured to:

[0128] In response to a first drag operation on a target frame among the at least two candidate frames in the game scene, control the target frame to move in the drag direction indicated by the first drag operation;

[0129] When the target frame is released after being dragged to a target position in the game scene, display the target frame at the target position in the game scene.

[0130] In some embodiments, the attribute adjustment module 803 is specifically configured to:

[0131] In response to a component association operation between a preset target component and the target frame, determine the component category of the target component;

[0132] If the component category of the target component matches the frame attributes of the target frame, adjust the component attributes of the target component according to the frame attributes of the target frame.

[0133] In some embodiments, the game scene includes at least one game frame, and the frame addition module 801 is specifically configured to:

[0134] In response to a frame copying operation on the first game frame among the at least one game frame described above, the copied first game frame is displayed in the game scene described above, and the copied first game frame is the target frame.

[0135] In some embodiments, the target frame has the frame attributes of the game frame being copied, and the frame display module 802 is specifically configured to:

[0136] In response to a frame editing operation on the target frame, update the frame attributes corresponding to the target frame to obtain updated frame attributes;

[0137] Display the target frame corresponding to the updated frame attributes, and store the updated frame attributes.

[0138] In some embodiments, the content displayed in the graphical user interface further includes a frame editing control, and the frame display module 802 is specifically configured to:

[0139] When the target frame is in a selected state, in response to a touch operation on the frame editing control, display a frame editing page corresponding to the target frame;

[0140] Or, in response to a first triggering operation on the target frame, display a frame editing page corresponding to the target frame;

[0141] In response to an editing operation on the frame editing page, display the edited target frame, and store the frame attributes of the edited target frame.

[0142] In some embodiments, the attribute adjustment module 803 is specifically configured to:

[0143] In response to a second dragging operation of dragging a preset target component towards the target frame, control the target component to move towards the target frame;

[0144] In response to the target component and the target frame satisfying a preset adsorption condition, adjust the component attributes of the target component according to the frame attributes of the target frame.

[0145] In some embodiments, the attribute adjustment module 803 is specifically configured to:

[0146] When the target frame is in a selected state, in response to a touch operation on the target component, adjust the component attributes of the target component according to the frame attributes of the target frame.

[0147] In some embodiments, the above game scene includes at least one game framework, the content displayed in the above graphical user interface further includes a binding control, and the above game scene construction device further includes a relationship binding module, and the relationship binding module is specifically configured to:

[0148] When the second game framework in the above at least one game framework is in a selected state, in response to a touch operation on the above binding control, control the second game framework to enter a locked state;

[0149] In response to a second trigger operation on the above target framework, use the second game framework as a sub-framework having an associated relationship with the above target framework.

[0150] In some embodiments, the above game scene construction device further includes a framework dragging module, and the framework dragging module is specifically configured to:

[0151] In response to a third dragging operation on the above target framework in the above game scene, control the above target framework and the above second game framework to move in the dragging direction indicated by the above third dragging operation.

[0152] In some embodiments, the above game scene includes at least one game framework, the content displayed in the above graphical user interface further includes a combination control, and the above game scene construction device further includes a framework connection module, and the framework connection module is specifically configured to:

[0153] When the above target framework is in a selected state, in response to a trigger operation on the above combination control, determine a third game framework that meets a preset combination condition from the above at least one game framework, and connect one side of the above third game framework and the above target framework.

[0154] In some embodiments, the above attribute adjustment module 803 is specifically configured to:

[0155] In response to a component association operation between a preset target component and the above target framework, adjust a first component attribute of the target component corresponding to the above target framework according to the framework attribute of the above target framework, and adjust a second component attribute of the target component corresponding to the above third game framework according to the framework attribute of the above third game framework;

[0156] The above component display module 804 is specifically configured to:

[0157] Display the above target component at the position where the above target framework is located according to the above first component attribute, and display the above target component at the position where the above third game framework is located according to the above second component attribute.

[0158] In some embodiments, the above at least two candidate frameworks are respectively provided with corresponding framework shapes, and each framework shape is configured with corresponding framework attributes. Specifically, the attribute adjustment module 803 is configured to:

[0159] In response to a component association operation between a preset target component and the above target framework, determine the component category of the above target component;

[0160] If the component category of the above target component matches the framework attribute of the above target framework, adjust the component attribute of the above target component according to the framework attribute of the above target framework.

[0161] As can be seen from the above, the game scene construction device in this embodiment provides a graphical user interface through a terminal device. The content displayed in the graphical user interface includes at least part of the game scene. Moreover, by responding to a framework addition operation on the above game scene, a target framework is added to the above game scene. Then, in response to a framework editing operation on the above target framework, the edited above target framework is displayed, and the framework attributes of the edited above target framework are stored. Finally, in response to a component association operation between a preset target component and the above target framework, the component attribute of the above target component is adjusted according to the framework attribute of the above target framework; the above target component is displayed according to the adjusted above component attribute, so that by designing a game framework in the game scene, the player's concept of the game scene can be completed. Then, by configuring framework attributes for the game framework, the target component can read the corresponding framework attributes of the game framework when displayed, realizing rapid adjustment of the target component, making the adjusted target component meet the player's expectations, avoiding the time spent by the player in adjusting complex-style game components, and improving the construction efficiency of the game scene.

[0162] Correspondingly, an embodiment of the present application further provides an electronic device. The electronic device can be a terminal, and the terminal can be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. As Figure 9 shown, Figure 9 is a schematic structural diagram of the electronic device provided by an embodiment of the present application. The electronic device 900 includes a processor 901 with one or more processing cores, a memory 902 with one or more computer-readable storage media, and a computer program stored on the memory 902 and executable on the processor. Among them, the processor 901 is electrically connected to the memory 902. Those skilled in the art can understand that the structural diagram of the electronic device shown in the figure does not constitute a limitation on the electronic device, and it may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements.

[0163] The processor 901 is the control center of the electronic device 900, connecting various parts of the entire electronic device 900 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 902, and calling the data stored in the memory 902, it executes various functions of the electronic device 900 and processes data, thereby monitoring the entire electronic device 900.

[0164] In the embodiments of the present application, the processor 901 in the electronic device 900 will load the computer programs corresponding to the processes of one or more application programs into the memory 902 according to the following steps, and the processor 901 will run the application programs stored in the memory 902 to implement various functions:

[0165] In response to an operation of adding a new frame to the above game scene, add a target frame to the above game scene;

[0166] In response to an operation of editing the frame of the above target frame, display the edited above target frame and store the frame attributes of the edited above target frame;

[0167] In response to an operation of associating components between a preset target component and the above target frame, adjust the component attributes of the above target component according to the frame attributes of the above target frame;

[0168] Display the above target component according to the adjusted above component attributes.

[0169] In some embodiments, the content displayed in the above graphical user interface further includes a control for adding a new frame. The above operation of adding a new frame to the above game scene in response to includes:

[0170] In response to a touch operation on the above control for adding a new frame, display at least two candidate frames in the above graphical user interface;

[0171] In response to a selection operation on the target frame among the above at least two candidate frames, add the above target frame to the above game scene.

[0172] In some embodiments, the above operation of adding the above target frame to the above game scene in response to a selection operation on the target frame among the above at least two candidate frames includes:

[0173] In response to a first dragging operation on the target frame among the above at least two candidate frames in the above game scene, control the above target frame to move in the dragging direction indicated by the above first dragging operation;

[0174] When the target frame is dragged to a target position in the game scene and then released, the target frame is displayed at the target position in the game scene.

[0175] In some embodiments, the at least two candidate frames are respectively provided with corresponding frame shapes, each frame shape is configured with corresponding frame attributes, and the response to the component association operation between the preset target component and the target frame, adjusting the component attributes of the target component according to the frame attributes of the target frame, includes:

[0176] In response to a component association operation between a preset target component and the target framework, determining a component category of the target component;

[0177] If the component category of the target component matches the framework attributes of the target framework, the component attributes of the target component are adjusted according to the framework attributes of the target framework.

[0178] In some embodiments, the game scene includes at least one game frame, and in response to the frame adding operation on the game scene, adding a target frame to the game scene includes:

[0179] In response to a frame copy operation on a first game frame in the at least one game frame, the copied first game frame is displayed in the game scene, and the copied first game frame is a target frame.

[0180] In some embodiments, the target frame has frame properties of the copied game frame, and in response to a frame editing operation on the target frame, displaying the edited target frame and storing the edited frame properties of the target frame include:

[0181] In response to the frame editing operation on the target frame, updating the frame properties corresponding to the target frame to obtain updated frame properties;

[0182] The target frame corresponding to the updated frame properties is displayed, and the updated frame properties are stored.

[0183] In some embodiments, the content displayed in the graphical user interface further includes a frame editing control, which, in response to a frame editing operation on the target frame, displays the edited target frame and stores frame properties of the edited target frame, including:

[0184] When the target frame is in a selected state, in response to a touch operation on the frame editing control, a frame editing page corresponding to the target frame is displayed;

[0185] Alternatively, in response to a first triggering operation on the above-mentioned target frame, display a frame editing page corresponding to the above-mentioned target frame;

[0186] In response to an editing operation on the above-mentioned frame editing page, display the edited above-mentioned target frame and store the frame attributes of the edited above-mentioned target frame.

[0187] In some embodiments, the above-mentioned adjusting the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame in response to a component association operation between a preset target component and the above-mentioned target frame includes:

[0188] In response to a second dragging operation of dragging a preset target component towards the above-mentioned target frame, control the above-mentioned target component to move towards the above-mentioned target frame;

[0189] In response to the above-mentioned target component and the above-mentioned target frame satisfying a preset adsorption condition, adjust the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame.

[0190] In some embodiments, the above-mentioned adjusting the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame in response to a component association operation between a preset target component and the above-mentioned target frame includes:

[0191] When the above-mentioned target frame is in a selected state, in response to a touch operation on the above-mentioned target component, adjust the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame.

[0192] In some embodiments, the above-mentioned game scene includes at least one game frame, and the content displayed in the above-mentioned graphical user interface further includes a binding control, and further includes:

[0193] When a second game frame in the above-mentioned at least one game frame is in a selected state, in response to a touch operation on the above-mentioned binding control, control the above-mentioned second game frame to enter a locked state;

[0194] In response to a second triggering operation on the above-mentioned target frame, use the above-mentioned second game frame as a sub-frame having an association relationship with the above-mentioned target frame.

[0195] In some embodiments, it further includes:

[0196] In response to a third dragging operation of the above-mentioned target frame in the above-mentioned game scene, control the above-mentioned target frame and the above-mentioned second game frame to move in the dragging direction indicated by the above-mentioned third dragging operation.

[0197] In some embodiments, the above-mentioned game scene includes at least one game frame, and the content displayed in the above-mentioned graphical user interface further includes a combination control, and further includes:

[0198] When the above-mentioned target frame is in a selected state, in response to a triggering operation on the above-mentioned combined control, determine a third game frame that meets the preset combination conditions from the above-mentioned at least one game frame, and connect one side of the above-mentioned third game frame and the above-mentioned target frame.

[0199] In some embodiments, in response to a component association operation between a preset target component and the above-mentioned target frame, adjusting the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame includes:

[0200] In response to a component association operation between a preset target component and the above-mentioned target frame, adjusting the first component attributes of the target component corresponding to the above-mentioned target frame according to the frame attributes of the above-mentioned target frame, and adjusting the second component attributes of the target component corresponding to the above-mentioned third game frame according to the frame attributes of the above-mentioned third game frame;

[0201] The above-mentioned displaying the above-mentioned target component according to the adjusted above-mentioned component attributes includes:

[0202] Displaying the above-mentioned target component at the position where the above-mentioned target frame is located according to the above-mentioned first component attributes, and displaying the above-mentioned target component at the position where the above-mentioned third game frame is located according to the above-mentioned second component attributes.

[0203] In some embodiments, the above-mentioned target component includes at least two, the above-mentioned frame attributes include frame pose attributes and frame display attributes, the above-mentioned component attributes include component pose attributes and component display attributes, and the above-mentioned adjusting the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame includes:

[0204] Adjusting the component display attributes of the above-mentioned target component according to the frame display attributes of the above-mentioned target frame;

[0205] Adjusting the component pose attributes of the above-mentioned target component according to the above-mentioned frame pose attributes and the number of the above-mentioned target components, so that the splicing result between the above-mentioned at least two target components after adjusting the component pose attributes conforms to the above-mentioned target frame.

[0206] Thus, the electronic device 900 provided in this embodiment can bring the following technical effects: improving the construction efficiency of the game scene.

[0207] For the specific implementation of each of the above operations, reference can be made to the previous embodiments, which will not be elaborated here.

[0208] Optionally, as Figure 9As shown, the electronic device 900 further includes: a touch display screen 903, a radio frequency circuit 904, an audio circuit 905, an input unit 906, and a power supply 907. Among them, the processor 901 is electrically connected to the touch display screen 903, the radio frequency circuit 904, the audio circuit 905, the input unit 906, and the power supply 907 respectively. Those skilled in the art can understand that Figure 9 the structure of the electronic device shown in does not constitute a limitation on the electronic device, and it may include more or fewer components than shown in the figure, or combine some components, or have different component arrangements.

[0209] The touch display screen 903 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 903 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch orientation of the user, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 901, and can receive and execute the command sent by the processor 901. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits it to the processor 901 to determine the type of touch event. Subsequently, the processor 901 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 903 to achieve input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 903 can also be used as a part of the input unit 906 to achieve the input function.

[0210] The radio frequency circuit 904 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices through wireless communication, and transmit and receive signals with the network device or other electronic devices.

[0211] The audio circuit 905 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 905 can convert the received audio data into an electrical signal and transmit it to the speaker, which converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 905, converted into audio data, and then the audio data is output to the processor 901 for processing. After that, it is sent to another electronic device through the radio frequency circuit 904, or the audio data is output to the memory 902 for further processing. The audio circuit 905 may also include an earphone jack to provide communication between the peripheral earphone and the electronic device.

[0212] The input unit 906 can be used to receive input digital, character information or user characteristic information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0213] The power supply 907 is used to supply power to each component of the electronic device 900. Optionally, the power supply 907 can be logically connected to the processor 901 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 907 may also include one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, a power status indicator and other arbitrary components.

[0214] Although Figure 9 not shown in the figure, the electronic device 900 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0215] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0216] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by a computer program, or by controlling related hardware through a computer program. The computer program can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0217] Therefore, the embodiments of the present application provide a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute any one of the game scene construction methods provided by the embodiments of the present application. For example, the computer program can execute the following steps:

[0218] In response to an operation of adding a new frame to the above game scene, add a target frame to the above game scene;

[0219] In response to a frame editing operation on the above-mentioned target frame, display the edited above-mentioned target frame and store the frame attributes of the edited above-mentioned target frame;

[0220] In response to a component association operation between a preset target component and the above-mentioned target frame, adjust the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame;

[0221] Display the above-mentioned target component according to the adjusted above-mentioned component attributes.

[0222] In some embodiments, the content displayed in the above-mentioned graphical user interface further includes a frame addition control. In response to a frame addition operation on the above-mentioned game scene, adding a target frame in the above-mentioned game scene includes:

[0223] In response to a touch operation on the above-mentioned frame addition control, display at least two candidate frames in the above-mentioned graphical user interface;

[0224] In response to a selection operation on a target frame among the above-mentioned at least two candidate frames, add the above-mentioned target frame in the above-mentioned game scene.

[0225] In some embodiments, the above-mentioned in response to a selection operation on a target frame among the above-mentioned at least two candidate frames, adding the above-mentioned target frame in the above-mentioned game scene includes:

[0226] In response to a first dragging operation on a target frame among the above-mentioned at least two candidate frames in the above-mentioned game scene, control the above-mentioned target frame to move in the dragging direction indicated by the above-mentioned first dragging operation;

[0227] When the above-mentioned target frame is released after being dragged to a target position in the above-mentioned game scene, display the above-mentioned target frame at the target position in the above-mentioned game scene.

[0228] In some embodiments, the above-mentioned at least two candidate frames are respectively provided with corresponding frame shapes, and each frame shape is configured with corresponding frame attributes. The above-mentioned in response to a component association operation between a preset target component and the above-mentioned target frame, adjusting the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame includes:

[0229] In response to a component association operation between a preset target component and the above-mentioned target frame, determine the component category of the above-mentioned target component;

[0230] If the component category of the above-mentioned target component matches the frame attributes of the above-mentioned target frame, adjust the component attributes of the above-mentioned target component according to the frame attributes of the above-mentioned target frame.

[0231] In some embodiments, the above game scenario includes at least one game framework. Responding to a framework addition operation on the above game scenario and adding a target framework to the above game scenario includes:

[0232] Responding to a framework copying operation on the first game framework among the above at least one game framework, displaying the copied first game framework in the above game scenario, and the copied first game framework is the target framework.

[0233] In some embodiments, the above target framework has the framework attributes of the game framework being copied. Responding to a framework editing operation on the above target framework, displaying the edited above target framework, and storing the framework attributes of the edited above target framework includes:

[0234] Responding to a framework editing operation on the above target framework, updating the framework attributes corresponding to the above target framework to obtain updated framework attributes;

[0235] Displaying the above target framework corresponding to the updated framework attributes and storing the above updated framework attributes.

[0236] In some embodiments, the content displayed in the above graphical user interface further includes a framework editing control. Responding to a framework editing operation on the above target framework, displaying the edited above target framework, and storing the framework attributes of the edited above target framework includes:

[0237] When the above target framework is in a selected state, responding to a touch operation on the above framework editing control and displaying the framework editing page corresponding to the above target framework;

[0238] Or, responding to a first triggering operation on the above target framework and displaying the framework editing page corresponding to the above target framework;

[0239] Responding to an editing operation on the above framework editing page, displaying the edited above target framework, and storing the framework attributes of the edited above target framework.

[0240] In some embodiments, responding to a component association operation between a preset target component and the above target framework and adjusting the component attributes of the above target component according to the framework attributes of the above target framework includes:

[0241] Responding to a second dragging operation of dragging a preset target component towards the above target framework and controlling the above target component to move towards the above target framework;

[0242] Responding to the above target component and the above target framework satisfying a preset adsorption condition and adjusting the component attributes of the above target component according to the framework attributes of the above target framework.

[0243] In some embodiments, in response to an operation of associating components between a preset target component and the target framework, adjusting the component attributes of the target component according to the framework attributes of the target framework includes:

[0244] When the target framework is in a selected state, in response to a touch operation on the target component, adjusting the component attributes of the target component according to the framework attributes of the target framework.

[0245] In some embodiments, the game scene includes at least one game framework, and the content displayed in the graphical user interface further includes a binding control, and further includes:

[0246] When a second game framework among the at least one game framework is in a selected state, in response to a touch operation on the binding control, controlling the second game framework to enter a locked state;

[0247] In response to a second trigger operation on the target framework, taking the second game framework as a sub-framework having an association relationship with the target framework.

[0248] In some embodiments, it further includes:

[0249] In response to a third dragging operation of the target framework in the game scene, controlling the target framework and the second game framework to move in the dragging direction indicated by the third dragging operation.

[0250] In some embodiments, the game scene includes at least one game framework, and the content displayed in the graphical user interface further includes a combination control, and further includes:

[0251] When the target framework is in a selected state, in response to a trigger operation on the combination control, determining a third game framework that meets a preset combination condition from the at least one game framework, and connecting one side of the third game framework and the target framework.

[0252] In some embodiments, in response to an operation of associating components between a preset target component and the target framework, adjusting the component attributes of the target component according to the framework attributes of the target framework includes:

[0253] In response to an operation of associating components between a preset target component and the target framework, adjusting a first component attribute of a target component corresponding to the target framework according to the framework attributes of the target framework, and adjusting a second component attribute of a target component corresponding to the third game framework according to the framework attributes of the third game framework;

[0254] The displaying the target component according to the adjusted component attributes includes:

[0255] The target component is displayed at the position of the above-mentioned target frame according to the above-mentioned first component attribute, and the target component is displayed at the position of the above-mentioned third game frame according to the above-mentioned second component attribute.

[0256] In some embodiments, there are at least two of the above-mentioned target components, the frame attributes include frame pose attributes and frame display attributes, the component attributes include component pose attributes and component display attributes, and adjusting the component attributes of the above-mentioned target components according to the frame attributes of the above-mentioned target frame includes:

[0257] Adjusting the component display attributes of the above-mentioned target components according to the frame display attributes of the above-mentioned target frame;

[0258] Adjusting the component pose attributes of the above-mentioned target components according to the above-mentioned frame pose attributes and the number of the above-mentioned target components, so that the splicing result between the at least two target components after adjusting the component pose attributes conforms to the above-mentioned target frame.

[0259] It can be seen that the computer program can be loaded by the processor to execute any one of the game scene construction methods provided by the embodiments of the present application, thereby bringing the following technical effects: improving the construction efficiency of the game scene.

[0260] For the specific implementation of each of the above operations, reference may be made to the previous embodiments, which will not be elaborated herein.

[0261] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, etc.

[0262] Since the computer program stored in the computer-readable storage medium can execute any one of the game scene construction methods provided by the embodiments of the present application, the beneficial effects that can be achieved by any one of the game scene construction methods provided by the embodiments of the present application can be realized. For details, reference may be made to the previous embodiments, which will not be elaborated herein.

[0263] The above has introduced in detail a game scene construction method, device, electronic device and computer-readable storage medium provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A method for constructing a game scene, characterized in that, Provide a graphical user interface through a terminal device, and the content displayed in the graphical user interface includes at least part of a game scene. The method includes: In response to an operation of adding a new frame to the game scene, add a target frame to the game scene; In response to an operation of editing the target frame, display the edited target frame and store the frame attributes of the edited target frame; In response to an operation of associating a preset target component with the target frame, adjust the component attributes of the target component according to the frame attributes of the target frame; Display the target component according to the adjusted component attributes.

2. The game scene construction method according to claim 1, wherein The content displayed in the graphical user interface further includes a frame addition control. The operation of adding a new frame to the game scene in response to includes: In response to a touch operation on the frame addition control, display at least two candidate frames in the graphical user interface; In response to a selection operation on the target frame among the at least two candidate frames, add the target frame to the game scene.

3. The game scene construction method according to claim 2, wherein The operation of adding the target frame to the game scene in response to a selection operation on the target frame among the at least two candidate frames includes: In response to a first dragging operation on the target frame among the at least two candidate frames in the game scene, control the target frame to move in the dragging direction indicated by the first dragging operation; When the target frame is released after being dragged to a target position in the game scene, display the target frame at the target position in the game scene.

4. The game scene construction method according to claim 2, wherein, Each of the at least two candidate frames is set with a corresponding frame shape, and each frame shape is configured with corresponding frame attributes. The operation of adjusting the component attributes of the target component according to the frame attributes of the target frame in response to an operation of associating a preset target component with the target frame includes: In response to an operation of associating a preset target component with the target frame, determine the component category of the target component; If the component category of the target component matches the frame attributes of the target frame, adjust the component attributes of the target component according to the frame attributes of the target frame.

5. The game scene construction method according to claim 1, wherein The game scene includes at least one game frame. The operation of adding a new frame to the game scene in response to includes: In response to a frame copying operation on the first game frame among the at least one game frame, display the copied first game frame in the game scene, and the copied first game frame is the target frame.

6. The game scene construction method according to claim 5, characterized in that The target frame has the frame attributes of the game frame being copied. The operation of displaying the edited target frame and storing the frame attributes of the edited target frame in response to an operation of editing the target frame includes: In response to an operation of editing the target frame, update the frame attributes corresponding to the target frame to obtain updated frame attributes; Display the target frame corresponding to the updated frame attributes and store the updated frame attributes.

7. The game scene construction method according to claim 1, characterized in that The content displayed in the graphical user interface further includes a frame editing control. In response to a frame editing operation on the target frame, the edited target frame is displayed, and the frame attributes of the edited target frame are stored, including: When the target frame is in a selected state, in response to a touch operation on the frame editing control, a frame editing page corresponding to the target frame is displayed; Alternatively, in response to a first trigger operation on the target frame, a frame editing page corresponding to the target frame is displayed; In response to an editing operation on the frame editing page, the edited target frame is displayed, and the frame attributes of the edited target frame are stored.

8. The game scene construction method according to claim 1, characterized in that, In response to a component association operation between a preset target component and the target frame, the component attributes of the target component are adjusted according to the frame attributes of the target frame, including: In response to a second drag operation of dragging a preset target component towards the target frame, the target component is controlled to move towards the target frame; In response to the target component and the target frame meeting a preset adsorption condition, the component attributes of the target component are adjusted according to the frame attributes of the target frame.

9. The game scene construction method according to claim 1, characterized in that In response to a component association operation between a preset target component and the target frame, the component attributes of the target component are adjusted according to the frame attributes of the target frame, including: When the target frame is in a selected state, in response to a touch operation on the target component, the component attributes of the target component are adjusted according to the frame attributes of the target frame.

10. The game scene construction method according to claim 1, characterized in that The game scene includes at least one game frame. The content displayed in the graphical user interface further includes a binding control, and further includes: When a second game frame among the at least one game frame is in a selected state, in response to a touch operation on the binding control, the second game frame is controlled to enter a locked state; In response to a second trigger operation on the target frame, the second game frame is used as a sub-frame having an association relationship with the target frame.

11. The game scene construction method according to claim 10, wherein, Further includes: In response to a third drag operation of the target frame in the game scene, the target frame and the second game frame are controlled to move in the dragging direction indicated by the third drag operation.

12. The game scene construction method according to claim 1, characterized in that, The game scene includes at least one game frame. The content displayed in the graphical user interface further includes a combination control, and further includes: When the target frame is in a selected state, in response to a trigger operation on the combination control, a third game frame meeting a preset combination condition is determined from the at least one game frame, and the third game frame is joined to one side of the target frame.

13. The game scene construction method according to claim 12, wherein In response to a component association operation between a preset target component and the target frame, the component attributes of the target component are adjusted according to the frame attributes of the target frame, including: In response to a component association operation between a preset target component and the target framework, adjust the first component attribute of the target component corresponding to the target framework according to the framework attribute of the target framework, and adjust the second component attribute of the target component corresponding to the third game framework according to the framework attribute of the third game framework; The displaying the target component according to the adjusted component attribute includes: Displaying the target component at the position where the target framework is located according to the first component attribute, and displaying the target component at the position where the third game framework is located according to the second component attribute.

14. The game scene construction method according to any one of claims 1 to 13, characterized in that The target component includes at least two, the framework attribute includes a framework pose attribute and a framework display attribute, the component attribute includes a component pose attribute and a component display attribute, and the adjusting the component attribute of the target component according to the framework attribute of the target framework includes: Adjusting the component display attribute of the target component according to the framework display attribute of the target framework; Adjusting the component pose attribute of the target component according to the framework pose attribute and the number of the target components, so that the splicing result between the at least two target components after adjusting the component pose attribute conforms to the target framework.

15. A game scene construction device, characterized in that, Provide a graphical user interface through a terminal device, and the content displayed in the graphical user interface includes at least part of a game scene. The device includes: A framework adding module, configured to add a target framework in the game scene in response to a framework adding operation on the game scene; A framework display module, configured to display the edited target framework in response to a framework editing operation on the target framework, and store the framework attribute of the edited target framework; An attribute adjustment module, configured to adjust the component attribute of the target component according to the framework attribute of the target framework in response to a component association operation between a preset target component and the target framework; A component display module, configured to display the target component according to the adjusted component attribute.

16. An electronic device, characterized in that, It includes a processor and a memory. Among them, the memory stores a computer program, and when the computer program is executed by the processor, the processor executes the game scene construction method according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, It includes a computer program, and when the computer program runs on an electronic device, the computer program is used to cause the electronic device to execute the game scene construction method according to any one of claims 1 to 14.

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