Game scene editing method and device, electronic equipment and storage medium

By providing a height setting area in the graphical user interface of the game editor, users can set the height of multiple scene components in batches, solving the problem of inefficient position adjustment of scene components in the prior art and improving the efficiency of game development.

CN119185950APending Publication Date: 2024-12-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411332635.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-23
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

When editing game levels using a UGC-based game editor, users need to accurately position various scene components in spatial locations, especially when adjusting the position of the aerial scene components, the operation efficiency is low, resulting in a large consumption of time resources.

Method used

Provide a game scene editing method and device, which realizes centralized batch setting of height parameters of multiple scene components through a graphical user interface. Users can select components in the height setting area and set the distance between them and the reference surface to realize multiple Highly unified settings for each scene component.

Benefits of technology

It significantly improves the efficiency of users setting high attribute parameters for multiple scene components during game scene construction, optimizes the workflow of the game editor, and enhances the efficiency of overall game development.

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Abstract

The invention relates to the technical field of games, in particular to a game scene editing method and device, electronic equipment and a storage medium. In response to the selection operation for at least one first component in the to-be-edited game scene, the component identifier of the at least one first component is displayed in any first height setting area in the graphical user interface, and the height setting operation for the first height setting area is responded; and setting the distance between the selected at least one first component in the game scene to be edited and the reference surface as a first height value. Thus, the function of setting the height parameters of the multiple scene components in a centralized and batch mode can be achieved, the efficiency of setting the height attribute parameters of the multiple scene components by a user in the game scene building process is remarkably improved through the design, and the overall game development efficiency is improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for editing a game scene. Background Art

[0002] Game editors based on UGC (User Generated Content) are tools that allow users to create and share game content. This type of game editor usually provides a graphical interface or scripting language, allowing users to design game elements such as maps, characters, items, storylines, and even develop simple game mechanisms, and is becoming more and more popular among users.

[0003] When using a UGC-based game editor to edit game levels, users often need to accurately spatially locate various scene components, such as platforms that can be walked on or rewards that can be obtained, and place them in different vertical positions in three-dimensional space. The usual operation method is to edit the height positions of these scene components one by one. This process is cumbersome and inefficient, especially when users intend to adjust the positions of these aerial scene components. Frequent iterative adjustments often consume significant time resources. Therefore, it is urgent to provide a game scene editing method to solve the problem of low efficiency when users edit the height of scene components in game scenes.

[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0005] In view of this, the purpose of this application is to provide a game scene editing method, device, electronic device and storage medium, which significantly improves the efficiency of users in setting high-level attribute parameters of multiple scene components during the game scene construction process, and enhances the efficiency of the overall game development.

[0006] This application mainly includes the following aspects:

[0007] In a first aspect, an embodiment of the present application provides a method for editing a game scene, wherein a graphical user interface corresponding to a game editing stage provided by a running game editor is displayed by a terminal device; the graphical user interface displays a portion of a game scene to be edited, wherein the game scene to be edited includes a plurality of scene components, and each scene component is configured to generate a corresponding virtual object during the game running stage; the method includes:

[0008] In response to a selection operation of at least one first component among a plurality of scene components included in the game scene to be edited;

[0009] Displaying a component identification of the at least one first component in any first height setting area in the graphical user interface;

[0010] In response to the height setting operation for the first height setting area, the distance between the at least one first component and the reference surface in the game scene to be edited is set to a first height value.

[0011] In a second aspect, an embodiment of the present application further provides a device for editing a game scene, wherein a terminal device displays a graphical user interface corresponding to a game editing stage provided by a running game editor; the graphical user interface displays a portion of a game scene to be edited, wherein the game scene to be edited includes a plurality of scene components, and each scene component is configured to generate a corresponding virtual object during the game running stage; the device includes:

[0012] A selection module module is used to respond to a selection operation of at least one first component among a plurality of scene components included in the game scene to be edited;

[0013] A display module, configured to display a component identification of the at least one first component in any first height setting area in the graphical user interface;

[0014] The height editing module is used to respond to the height setting operation on the first height setting area and set the distance between the at least one first component and the reference surface in the game scene to be edited to a first height value.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the method for editing a game scene described in the first aspect or any possible implementation manner of the first aspect.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for editing a game scene described in the first aspect or any possible implementation manner of the first aspect are executed.

[0017] The embodiment of the present application provides a method, device, electronic device and storage medium for editing a game scene, which realizes the function of centralized batch setting of height parameters of multiple scene components. Compared with the related art of editing the heights of these scene components one by one, which is a cumbersome and inefficient process, the innovative design of the embodiment of the present application significantly improves the efficiency of users in setting height attribute parameters of multiple scene components during the game scene construction process. Specifically, it allows users to centrally batch edit the height parameters of multiple scene components without manually editing the scene components one by one, thereby greatly optimizing the workflow of the game editor for constructing complex game scenes and enhancing the efficiency of the overall game development.

[0018] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0020] Figure 1 A flowchart of a method for editing a game scene provided in an embodiment of the present application is shown;

[0021] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiment of the present application is shown;

[0022] Figure 3 A second schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;

[0023] Figure 4 A third schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;

[0024] Figure 5 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;

[0025] Figure 6 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;

[0026] Figure 7 A flowchart showing another method for editing a game scene provided in an embodiment of the present application is shown;

[0027] Figure 8A sixth schematic diagram of a graphical user interface provided in an embodiment of the present application is shown;

[0028] Fig. 9 One of the structural schematic diagrams of a game scene editing device provided in an embodiment of the present application is shown;

[0029] Fig.10 A second structural schematic diagram of a game scene editing device provided in an embodiment of the present application is shown;

[0030] Fig.11 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0031] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0032] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0033] In order to enable those skilled in the art to use the contents of this application, the following implementation methods are given in combination with the specific application scenario of "game scene building". For those skilled in the art, the general principles defined here can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.

[0034] The following methods, devices, electronic devices or computer-readable storage media of the embodiments of the present application can be applied to any scenario where a game scene needs to be built. The embodiments of the present application are not limited to specific application scenarios. Any scheme of editing methods and devices for game scenes provided by the embodiments of the present application is within the scope of protection of the present application.

[0035] It is worth noting that when using a UGC-based game editor to edit game levels, users often need to accurately position various scene components, such as platforms that can be walked on or rewards that can be obtained, and place them in different vertical positions in three-dimensional space. The usual operation method is to edit the height positions of these scene components one by one. This process is cumbersome and inefficient, especially when users intend to adjust the positions of these aerial scene components. Frequent iterative adjustments often consume significant time resources.

[0036] In response to the above problems, embodiments of the present application provide a method, device, electronic device, and storage medium for editing a game scene. In response to a selection operation on at least one first component in a game scene to be edited, the present application displays the component identification of at least one first component in any first height setting area in a graphical user interface, and in response to a height setting operation on the first height setting area, sets the distance between the at least one first component selected in the game scene to be edited and the reference surface to a first height value. In this way, the present application can realize the function of centralized batch setting of height parameters of multiple scene components. This design significantly improves the efficiency of users in setting height attribute parameters of multiple scene components during the game scene construction process, and enhances the efficiency of overall game development.

[0037] In an optional implementation manner, the terminal device involved in the embodiment of the present application mainly refers to a terminal for providing a graphical user interface. Specifically, the terminal device is a terminal that runs a graphical user interface corresponding to the game editing stage provided by the game editor. The terminal device can also run a game program generated by a game scene built by the game editor. Among them, the terminal device can be a local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, a dynamic image expert compression standard audio layer player, a personal digital assistant (PDA), an e-book reader, etc. The terminal device has installed and running an application that supports games, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0038] In an optional embodiment, a graphical user interface is an interface display format for communication between people and computers, allowing users to use input devices such as a mouse or keyboard to manipulate icons, logos or menu options on the screen, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0039] In an optional implementation, a UI control refers to any visual control or element that can be seen on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels and other controls, some of which respond to user operations, such as editing controls used to edit game scenes.

[0040] In an optional implementation, the virtual game scene is a scene displayed (or provided) when the application is running on a terminal or server, that is, a scene used in the normal game process. In other words, the virtual game scene refers to a virtual game control that carries virtual objects during the game, such as virtual characters, virtual items, etc., and the virtual characters can be controlled by the user (i.e., the player) to the terminal device in the virtual game scene to move, perform skills and other actions. Optionally, the virtual game scene can be a simulation environment of the real world, or a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual game scene can be any one of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene and a three-dimensional virtual interactive scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as buildings, trees, rocks, and deserts. Exemplarily, the virtual game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc. Among them, the virtual game scene displayed in the game running stage is generated based on the game scene built by the game editor in the embodiment of the present application.

[0041] In an optional implementation, the embodiment of the present application provides a control system for a game, which may include at least one terminal device, at least one server, at least one database, and a network. The terminal device held by the user can be connected to the servers of different games through the network. The terminal device is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as 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 terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers, etc. For example, multiple users can be online through different terminal devices and thus connected and synchronized with each other through appropriate networks to support multi-player games or synchronously edited game scenes. In addition, the system may include multiple databases, multiple databases coupled to different servers, and identifications related to the game environment can be continuously stored in the database when different users are online playing multi-player games and editing game scenes.

[0042] The present application provides a method for editing a game scene, wherein the method for editing a game scene in one embodiment can be run on a local terminal device or a server. When the method for editing a game scene is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0043] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to gaming and editing methods based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the editing method of the game scene are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game editing screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for identification processing. When editing the game, the player operates the client device 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 the game scene screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game scene screen.

[0044] In an optional embodiment, taking game editing as an example, the local terminal device stores the game program and is used to present the game scene screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by the conventional electronic device. The local terminal device may provide the graphical user interface to the player in a variety of ways, such as rendering and displaying on the display screen of the terminal, or providing it to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game scene screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0045] In an optional implementation, the embodiment of the present application provides a method for editing a game scene, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above. The following is an example of the method for editing a game scene running on a local terminal device (hereinafter referred to as the terminal device).

[0046] To facilitate the understanding of the present application, the technical solution provided by the present application is described in detail below in conjunction with specific embodiments.

[0047] Figure 1This is a flowchart of a method for editing a game scene provided by an embodiment of the present application. Figure 1 As shown, the game scene editing method provided by the embodiment of the present application is to display a graphical user interface corresponding to the game editing stage provided by the running game editor through a terminal device; the graphical user interface displays part of the game scene to be edited, and the game scene to be edited includes multiple scene components, each scene component is configured to generate a corresponding virtual object in the game running stage, and the method includes the following steps:

[0048] S101, responding to a selection operation of at least one first component among a plurality of scene components included in the game scene to be edited.

[0049] S102: Display a component identifier of the at least one first component in any first height setting area in the graphical user interface.

[0050] S103: In response to the height setting operation for the first height setting area, the distance between the at least one first component in the game scene to be edited and the reference surface is set to a first height value.

[0051] It should be noted that the embodiment of the present application displays a graphical user interface through a terminal device, which mainly displays part of the game scene to be edited, and can also display some editing controls, scene component libraries, etc. Among them, the game scene to be edited is a game scene corresponding to the game editing stage provided by the running game editor.

[0052] Here, the game editor mentioned in the embodiment of the present application may refer to a type of editing tool based on user-generated content UGC, which aims to provide users with a platform for custom editing game scenes. Its core function is to enable users to edit game scenes through editing operations based on their personal creativity and specific needs, design and integrate various game scene components, and in the process of game editing, by arranging different scene components in the game scene, build personalized game levels and create unique game content. For example, for level-breaking games, users can edit obstacles in the game scene through editing operations, and generate level-breaking game scenes by placing obstacles in the game scene to be edited, thereby enriching the diversity of the game world and meeting the needs and preferences of different users.

[0053] It can be understood that the game scene to be edited includes multiple scene components. During the game running stage, each scene component is configured as a corresponding virtual object generated in the game scene. Some common scene components include terrain and landforms, objects and props, items and equipment, etc.

[0054] In specific implementation, the embodiment of the present application takes into account that when using a UGC-based game editor to edit game levels, users often need to perform precise spatial positioning of various scene components, such as treadable platforms or obtainable rewards, that is, edit some scene components to different or the same vertical positions in the three-dimensional space of the game scene to be edited. If the height positions of these scene components are edited one by one like the related art, this process is cumbersome and inefficient. In this regard, the embodiment of the present application adds a height attribute setting function to the game editor, which means that a new tool or operation mode is added to the game editor for batch editing and batch adjustment of the vertical position of scene components in three-dimensional space. For example, some scene components with consistent height position requirements are batched and uniformly set at the same height position of the game scene to be edited.

[0055] Here, at least one first height setting area is pre-displayed on the graphical user interface, and the at least one first height setting area can be pre-set by the user or pre-provided by the game editor. Each first height setting area can be used to uniformly set more than one scene component to the same height parameter, so as to achieve a one-time batch setting of the height parameters of some scene components. In addition, usually, different first height setting areas set different height parameters.

[0056] In a specific implementation, the user can first set multiple first height setting areas on the graphical user interface, and then respectively set the component identifiers of the corresponding scene components in different first height setting areas. Further, the height setting operation is performed on different first height setting areas to achieve the setting of the height of the scene component corresponding to the component identifier in each first height setting area.

[0057] Here, the implementation process of uniformly setting the height parameters of some scene components through a first height setting area is explained below. Specifically, when a user's selection operation on at least one first component in the game scene to be edited is detected, any first height setting area pre-provided in the graphical user interface displays the component identification of the at least one first component selected, and then, when the height setting operation for the first height setting area (the area displaying the component identification of the at least one first component) is detected, the distance between the at least one first component selected in the game scene to be edited and the reference plane is set to the first height value.

[0058] Exemplarily, the user pre-sets the first height setting area a and the first height setting area b on the graphical user interface, and then the user sets the component identifiers of the corresponding scene components in the game scene to be edited to the two first height setting areas respectively, and then performs the height setting operation for each first height setting area respectively. In this way, the scene components corresponding to the multiple component identifiers displayed in the first height setting area a can be set to a height value of 1, and the scene components corresponding to the multiple component identifiers displayed in the first height setting area b can be set to a height value of 2.

[0059] It can be understood that through the above operation, the user can set the height parameters of multiple scene components at one time, especially when dealing with a large number of repeated scene components, which can greatly improve the editing efficiency of the height parameters of scene components. For example, all platform components in the game scene to be edited, the starting positions of multiple obstacle components, or the standing height of the player character are set to the same height.

[0060] In a possible implementation, the method further includes: providing a height attribute setting control in the graphical user interface; in response to a trigger operation on the height attribute setting control, displaying a height attribute setting sub-interface in the graphical user interface, wherein at least one of the first height setting areas is displayed in the height attribute setting sub-interface.

[0061] In a specific implementation, a height attribute setting control can be provided in advance through a graphical user interface, and the height attribute setting control can be understood as a composite editing control for performing height attribute editing on a scene component. For the use of the height attribute setting control, a trigger operation can be first performed on the height attribute setting control provided by the graphical user interface to switch the height attribute setting control from an inactive state to an active state. After the trigger operation is performed, a height attribute setting sub-interface will be displayed at an area of ​​the graphical user interface, which can also be understood as a height attribute editing interface, so that the height attributes of multiple scene components in the game scene to be edited can be set through the height attribute setting sub-interface. Among them, the trigger operation includes but is not limited to a click operation, a long press operation, etc. The display position of the height attribute setting sub-interface can be set according to the actual interface display needs, and the game scene to be edited is not blocked or only partially blocked. For example, the height attribute setting sub-interface can be displayed below the game scene to be edited. In addition, at least one first height setting area is displayed in the height attribute setting sub-interface. Each first height setting area can be used to set more than one scene components to the same height parameter, so as to realize one-time batch setting of the height parameters of some scene components without setting them one by one, thereby improving the editing efficiency of height parameter setting for multiple scene components.

[0062] In an example, Figure 2 , Figure 3 As shown, Figure 2 A graphical user interface showing a height attribute setting control 210 is shown, and the graphical user interface also shows a portion of a game scene to be edited, the game scene to be edited including a plurality of scene components 220; Figure 3 The graphical user interface 230 (circled by a dotted line frame in the figure) showing the height attribute setting sub-interface 230 is shown. Figure 2 The height attribute setting control 210 is triggered and displayed, and two first height setting areas 231 are displayed in the height attribute setting sub-interface 230. Each first height setting area 231 is used to uniformly batch set at least one scene component 220 to the same height attribute parameter.

[0063] In a possible implementation, the height attribute setting control may be pre-displayed on the graphical user interface, or may be retrieved from the edit control selection area and displayed on the graphical user interface. That is, providing the height attribute setting control on the graphical user interface includes: pre-displaying the height attribute setting control on the graphical user interface; or, in response to a trigger operation on the edit control selection area displayed on the graphical user interface, displaying an edit control list on the graphical user interface; in response to a selection operation on the control identifier of the height attribute setting control in the edit control list, displaying the height attribute setting control on the graphical user interface.

[0064] In an embodiment of the present application, by responding to a selection operation for at least one first component in a game scene to be edited, the component identification of at least one first component is displayed in any first height setting area in the graphical user interface, and in response to a height setting operation for the first height setting area, the distance between the at least one first component selected in the game scene to be edited and the reference surface is set to the first height value. In this way, the present application can realize the function of centralized batch setting of height parameters of multiple scene components. This design significantly improves the efficiency of users in setting height attribute parameters of multiple scene components during the game scene construction process, and enhances the efficiency of overall game development.

[0065] Here, the embodiment of the present application does not limit the order of the selection operation of at least one scene component and the height setting operation of the first height setting area, as long as batch and unified height parameter setting of the selected scene components can be achieved.

[0066] In a possible implementation, the implementation of first performing a selection operation and then performing a height setting operation is described below. Specifically, after detecting a selection operation for at least one first component in a game scene to be edited, a blank first height setting area in a graphical user interface directly displays the component identification of the at least one first component selected, and then, after detecting a unified height setting operation for the at least one first component displayed in the first height setting area, the distance between the at least one first component selected in the game scene to be edited and the reference surface is set to a first height value, and in addition, the position of the at least one first component in the game scene to be edited is adjusted in real time to a target height position at a first height value from the reference surface. In this way, the embodiment of the present application allows the user to intuitively view the selected scene component by displaying the selected first component in the first height setting area, so that corrections can be made in a timely manner when an error is selected. In addition, after setting the height parameters of the selected scene components, the embodiment of the present application displays these scene components with set height parameters in real time at the corresponding target height positions in the game scene to be edited. In this way, the user can clearly see whether the set height position is appropriate through the height positions of each scene component displayed in the game scene to be edited, and then choose to make a secondary adjustment or retain the display effect of the height position.

[0067] The height setting operation for the first height setting area may be an input operation of a height parameter, for example, directly inputting 20m.

[0068] In a possible implementation, the process of uniformly setting the height parameters of at least one scene component is further described, wherein the first height setting area includes a height value setting sub-area and a component selection column sub-area; wherein,

[0069] In response to a selection operation for at least one first component among a plurality of scene components included in the game scene to be edited, displaying a component identification of the at least one first component in any first height setting area in the graphical user interface, comprising: in response to a selection operation for at least one first component among a plurality of scene components included in the game scene to be edited, displaying the selected at least one first component in a component selection field sub-area in the first height setting area;

[0070] In response to the height setting operation for the first height setting area, the distance between the at least one first component in the game scene to be edited and the reference plane is set to a first height value, including: in response to the height setting operation for the height value setting sub-area in the first height setting area, the at least one first component selected in the game scene to be edited is adjusted from each corresponding initial height position to a target height position where the distance between the at least one first component and the reference plane is the first height value.

[0071] In a specific implementation, the first height setting area can be divided into two sub-areas, namely, a height value setting sub-area and a component selection column sub-area. For example, the first height setting area is a column, the left side of the column is the height value setting sub-area, and the right side of the column is the component selection column sub-area. Among them, the component selection column sub-area is mainly used to display at least one first component selected by the user, and the height value setting sub-area is mainly used to input or edit the height value.

[0072] In an example, Figure 4 , Figure 5 As shown, the first height setting area displayed in the graphical user interface includes a height value setting sub-area 2311 and a component selection column sub-area 2312. The height value setting sub-area 2311 is used to perform a height setting operation, and the component selection column sub-area 2312 is used to display multiple scene components 220 selected from the scene to be edited. Figure 4 A graphical user interface is shown in which four selected scene components 220 (i.e., components marked with hatching lines) are displayed in a component selection column sub-area 2312. The four scene components 220 in the game scene to be edited in the graphical user interface are in a selected state, and the four scene components 220 in the selected state are all at their original initial height positions; Figure 5 Shown for Figure 4 The graphical user interface of the four scene components 220 after the height setting operation, the height setting operation corresponds to the height value of the height setting sub-area 2311 included in the first height setting area 231 is 30m, Figure 5 In the game scene to be edited, the four scene components 220 are all adjusted from their original initial height positions to a target height position with a distance of 30 m from the reference surface.

[0073] It should be noted that the selection operation for at least one first component in the game scene to be edited can be a selection operation or a drag operation. Here, the specific implementation form of the selection operation is not limited as long as the selection function can be implemented.

[0074] In a possible implementation, the case where the selection operation is a selection operation is described, that is, the selection operation in response to at least one first component of the multiple scene components included in the game scene to be edited in S101 includes: the selection operation is performed in response to the at least one first component in the game scene to be edited in sequence.

[0075] In a specific implementation, the user may sequentially perform the selection operation on the at least one first component for which the height parameters are to be uniformly set until all of the at least one first component is selected.

[0076] In a possible implementation, the case where the selection operation is a drag operation is described here, that is, the response in S101 to the selection operation of at least one first component among the multiple scene components included in the game scene to be edited includes: the response to the drag operation of dragging the at least one first component in the game scene to be edited to the first height setting area in turn.

[0077] In a specific implementation, the user may drag the at least one first component for which the height parameters are to be uniformly set from the game scene to be edited in sequence until the dragging operation of the at least one first component is completed.

[0078] It should be noted that the completion of all selections of the at least one first component can be determined by clicking the component adding end button; or the completion of all selections of the at least one first component can be determined by triggering an operation on a non-editing area, wherein the non-editing area can be a blank area on a graphical user interface. In this way, it is convenient to perform the next step of height setting operation on the selected at least one first component. Exemplarily, the selection operation can be a selection operation.

[0079] In a possible implementation, after the response to the selection operation of at least one first component among the multiple scene components included in the game scene to be edited in S101, and before the display of the component identification of the at least one first component in any first height setting area in the graphical user interface in S102, the method further includes: an end adding instruction for the at least one first component;

[0080] The end addition instruction is triggered by at least one of the following methods:

[0081] Trigger operations for non-editable areas;

[0082] A trigger operation for adding an end button for a component, wherein the component adding end button is a button provided in response to a trigger operation for displaying a height attribute setting control in the graphical user interface, and the height attribute setting control is configured to display a height attribute setting sub-interface in the graphical user interface in response to the trigger operation.

[0083] For the trigger operation of the component adding end button, the implementation process may be: in response to the trigger operation of the height attribute setting control, displaying the height attribute setting sub-interface and the component adding end button in the graphical user interface; in response to the selection operation of at least one first component among the multiple scene components included in the game scene to be edited, displaying the at least one first component in any first height setting area in the graphical user interface, including: after detecting the selection operation of the at least one first component in the game scene to be edited, in response to the trigger operation of the component adding end button, displaying the component identifier of the selected at least one first component in the first height setting area.

[0084] In a possible implementation, in order to facilitate users to know how to use the height attribute setting sub-interface to uniformly set the height parameters of multiple scene components in batches, a prompt text can also be displayed in the height attribute setting sub-interface; the prompt text is used to indicate prompt information for operating the height attribute setting sub-interface to set the height attributes of at least one scene component included in the game scene to be edited.

[0085] Here, for the first triggering operation of the height attribute setting control, the number of first height setting areas displayed in the height attribute setting sub-interface may be at least two, so that a prompt text may be displayed on any first height setting area in the height attribute setting sub-interface.

[0086] In one example, Figure 3 The height attribute setting sub-interface 230 in the graphical user interface shown shows two first height setting areas 231, one of which has a prompt text displayed on it, such as "Select or drag one or more scene components here to perform batch height parameter settings for the selected scene components."

[0087] In a possible implementation, after setting the distance between the at least one first component selected in the game scene to be edited and the reference plane to a first height value in S103, the method further includes the following steps: displaying the height value of the at least one first component in the game scene to be edited on the graphical user interface.

[0088] In a specific implementation, after the height parameters of any one or more scene components are set, their height values ​​can be displayed near the corresponding scene components in the scene to be edited, so that the user can clearly know which scene components have completed the setting of height parameters and the corresponding set height values.

[0089] Here, the embodiment of the present application can display at least two height setting areas in the height attribute setting sub-interface, and the height parameters of the scene components corresponding to different height setting areas are different. In this way, by setting different height setting areas, it is possible to achieve classified management of the height parameters of multiple scene components in the game scene to be edited. In a specific implementation, the at least two height setting areas can be displayed in batches. For example, when the height attribute setting sub-interface is first triggered to display, a small amount of the first height setting area is first displayed, and after these first height setting areas are used up, the second height setting area is further displayed.

[0090] In a possible implementation, the method further includes the following steps: in response to an area adding operation, displaying a second height setting area in the height attribute setting sub-interface.

[0091] In a specific implementation, after the first height setting area is set, the display and generation of the second height setting area can be automatically triggered; the user can also perform an area adding operation on the height attribute setting sub-interface, for example, click on any first height setting area to trigger the display of the second height setting area in the height attribute setting sub-interface. In this way, it is convenient for users to directly classify and set the height parameters of more scene components without having to manually add height setting areas, which further improves the setting efficiency of height parameters to a certain extent.

[0092] Exemplarily, the display position of the second height setting area may be adjacent to the display position of the first height setting area.

[0093] It should also be noted that the second height setting area and the first height setting area have the same function, both of which are used to set the height of the corresponding selected scene components. The only difference is that the display timing of the first height setting area and the second height setting area is different. In addition, the height value corresponding to the first height setting area is different from the height value corresponding to the second height setting area. Scene components that need to be set to the same height value should be placed in the same height setting area for unified batch setting.

[0094] In a possible implementation, here, after the second height setting area is displayed in the height attribute setting sub-interface, other scene components that have not set height parameters can be set with respect to the second height setting area, so as to classify and manage the height parameters of each scene component. The following first describes the situation of setting height parameters for other scene components. That is, after the second height setting area is displayed in the height attribute setting sub-interface, the method further includes the following steps: in response to a selection operation for at least one second component among the multiple scene components included in the game scene to be edited, displaying the selected at least one second component in the second height setting area; in response to a height setting operation for the second height setting area, setting the distance between the selected at least one second component in the game scene to be edited and the reference plane to a second height value; the second height value is the height value corresponding to the second height setting area.

[0095] Here, considering that the user may need to make multiple height adjustments to the scene components in the three-dimensional space during the process of building or debugging the game scene to be edited, the embodiment of the present application provides a technical channel for batch adjustment of the heights of multiple scene components. Specifically, two possible implementation methods are illustrated below. Implementation method A is to drag the scene component to be adjusted from the first height setting area to the second height setting area, and implementation method B is to perform a height adjustment operation on the height setting area corresponding to the scene component to be adjusted. In this way, batch adjustment of height parameters can be achieved through the above two methods, especially when adjusting the height parameters of a large number of scene components, the efficiency of building the game scene to be edited can be greatly improved.

[0096] In a possible implementation, implementation A is specifically explained, that is, after displaying the second height setting area in the height attribute setting sub-interface, the method also includes the following steps: in response to a dragging operation of dragging a target component in at least one first component displayed in the first height setting area to the second height setting area, displaying the target component in the second height setting area, and adjusting the distance between the target component and the reference surface in the game scene to be edited from the first height value to the second height value; the second height value is the height value corresponding to the second height setting area.

[0097] In a specific implementation, for any scene component whose height parameter is to be adjusted in the first height setting area, the scene component can be dragged from the first height setting area to the second height setting area to adjust the height value of the scene component from the first height value to the second height value, where the second height value is the target height value to which the scene component is to be adjusted. The second height value can be set by a height setting operation for the second height setting area.

[0098] In an example, Figure 5 As shown, the height attribute setting sub-interface displays two first height setting areas 231 and one second height setting area 232, wherein the first height setting area 231 displays component identifiers of four scene components 220, and the second height setting area 232 does not display component identifiers of any scene components 220, and the first height value corresponding to the first height setting area 231 is 30m. Figure 6 As shown, by Figure 5 Any scene component 220 ("circle") is dragged from the first height setting area 231 to the second height setting area 232 to obtain Figure 6 A graphical user interface is shown in which the second height setting area 232 displays the component identification of the scene component 220. At this time, the adjustment of the height parameter of the scene component 220 is completed, that is, the scene component 220 is adjusted from 30m to the second height value corresponding to the second height setting area 232, and the second height value is set to 20m, for example.

[0099] In a possible implementation, implementation B is specifically explained, that is, after the distance between the at least one first component selected in the game scene to be edited and the reference plane is set to a first height value, the method also includes the following steps: in response to a height adjustment operation for the first height setting area, the distance between the at least one first component selected in the game scene to be edited and the reference plane is adjusted from the first height value to a third height value; the third height value is a height value corresponding to the height adjustment operation.

[0100] In a specific implementation, if the user needs to uniformly adjust each scene component in the first height setting area to a certain height value, the height adjustment operation can be directly performed on the first height setting area. For example, the height adjustment operation is to modify the height value of the first height setting area to adjust the height value of the scene component from the first height value to the third height value, and the third height value is the target height value to which these scene components are to be adjusted. In this way, the height of the corresponding scene component can be easily adjusted by directly changing the height value of the corresponding height setting area, that is, the height attribute parameters of the scene component in the game scene to be edited can be changed in real time.

[0101] In one example, if the height value displayed in the height value setting sub-area corresponding to the first height setting area is 30m, the height value of the height value setting sub-area is adjusted from 30m to 10m in response to the height adjustment operation for the first height setting area.

[0102] Figure 7This is a flowchart of another method for editing a game scene provided by an embodiment of the present application. Figure 7 As shown, the game scene editing method provided by the embodiment of the present application is to display a graphical user interface corresponding to the game editing stage provided by the running game editor through a terminal device; the graphical user interface displays part of the game scene to be edited, and the game scene to be edited includes multiple scene components, each scene component is configured to generate a corresponding virtual object in the game running stage, and the method includes the following steps:

[0103] S701: Provide a height attribute setting control in the graphical user interface.

[0104] S702: In response to a triggering operation on the height attribute setting control, display a height attribute setting sub-interface on the graphical user interface, wherein at least one first height setting area is displayed in the height attribute setting sub-interface.

[0105] S703. In response to a selection operation on at least one first component among the multiple scene components included in the game scene to be edited, a component identifier of the at least one first component is displayed in any first height setting area in the graphical user interface; in response to a height setting operation on the first height setting area, a distance between the at least one first component in the game scene to be edited and a reference plane is set to a first height value.

[0106] S704: In response to the attribute setting switching operation, the height attribute setting sub-interface is switched to the motion attribute setting sub-interface.

[0107] The motion attribute setting sub-interface is used to configure motion attribute parameters for any scene component in the game scene to be edited.

[0108] It should be noted that, considering the user's demand for the richness of the game level, for example, in a game level, there will be a demand for environmental shelters (virtual objects generated by scene components) that move up and down to prevent the player from moving forward. The player needs to step on these environmental shelters that move up and down to pass the current route. If the step is empty, it is easy to fall down and return to the birth point. In this regard, the embodiment of the present application divides the scene components in the game scene to be edited into two types: static scene components and dynamic scene components. Static scene components refer to stationary scene components. Static scene components only need to set their spatial positions (that is, height attribute parameters) in the game scene to be edited; dynamic scene components refer to scene components that move dynamically according to certain rules. Dynamic scene components need to set their motion attribute parameters in the game scene to be edited. Dynamic scene components are such as rotating discs.

[0109] Here, in addition to providing batch setting, batch adjustment, and classification setting of the height parameters of scene components, the embodiments of the present application also provide a setting function for configuring motion attributes of scene components, which can realize the rapid addition of moving motion attribute parameters to scene components. In this way, by integrating the two functions of height attribute setting and motion attribute setting, the current editing pain points of scene component setting positions and motion attributes in game scene editing can be solved, and the overall editing efficiency of game scenes can be improved.

[0110] The motion forms of the dynamic scene components include but are not limited to vertical height direction motion, horizontal direction motion, vertical direction motion to the screen, etc. Therefore, the configuration of the motion attribute parameters of the scene components can be the configuration of the motion position data of each motion point.

[0111] Exemplarily, the motion attribute setting function can be integrated into the function of the height attribute setting control. After the height attribute setting control is triggered, in addition to displaying the height attribute setting sub-interface on the graphical user interface, a motion attribute setting control for setting the motion attribute of the scene component is also displayed, so that the user can select the height attribute setting operation or the motion attribute setting operation. If the user wants to perform the motion attribute setting operation, the height attribute setting sub-interface can be switched to the motion attribute setting sub-interface by triggering the motion attribute setting control, so as to set the motion attribute of the scene component through the motion attribute setting sub-interface.

[0112] Here, as mentioned above, scene components are divided into static scene components and dynamic scene components. For dynamic scene components, it is necessary to set the motion properties of the dynamic scene components during the game scene editing stage, so as to realize the movement of virtual objects generated by the scene components in the game scene during the game running stage.

[0113] In a possible implementation, the content displayed on the motion attribute setting sub-interface is illustrated below by way of example. Specifically, the motion attribute setting sub-interface displays a position value setting axis and a component display area; a plurality of position values ​​are set on the position value setting axis, and the component display area displays component identifiers corresponding to the respective scene components included in the game scene to be edited, and the component identifier of each scene component corresponds to an initial position value among the plurality of position values ​​of the position value setting axis, and the initial position value of the scene component is the position value of the scene component in the game scene.

[0114] Here, the following is an example of the configuration and implementation process of the motion attribute parameters of the scene component moving in the longitudinal height direction. The motion attribute setting sub-interface displays a longitudinal height axis and a component display area; the longitudinal height axis is set with multiple height values, and the component display area displays component identifiers corresponding to each scene component included in the game scene to be edited, and the component identifier of each scene component corresponds to an initial height value among the multiple height values ​​of the longitudinal height axis, and the initial height value of the scene component is a pre-set height value between the scene component and the reference surface.

[0115] In a specific implementation, the motion attribute setting sub-interface displays a vertical height axis with multiple height values, and a component display area for displaying the pre-set height values ​​of each scene component. The height attribute parameters set for each scene component can be previewed, so that the user can intuitively make an overall assessment of whether the settings of the height attribute parameters of each scene component in the edited game scene are reasonable through the motion attribute setting sub-interface.

[0116] It should be noted that the initial height value corresponding to the component identifier of any scene component in the motion attribute setting sub-interface can be set in advance through the height attribute setting sub-interface. In other words, the initial height value corresponding to the component identifier of each scene component displayed in the motion attribute setting sub-interface is obtained and converted from the height value set in the height attribute setting sub-interface, that is, the content displayed in the motion attribute setting sub-interface is generated based on the height value set in the height attribute setting sub-interface.

[0117] In an example, Figure 8 A graphical user interface showing a motion attribute setting sub-interface 240 is shown. The motion attribute setting sub-interface 240 includes a longitudinal height axis 241 and a component display area 242. The component display area 242 displays component identifiers of a plurality of scene components 220. Each scene component 220 corresponds to a height value of the longitudinal height axis. For example, a "grid" of the scene component 220 corresponds to 50m.

[0118] S705: In response to a motion editing operation on a component identifier of any of the scene components in the component display area, determine a motion attribute parameter of the scene component.

[0119] The motion attribute parameters include motion position information of at least two key motion points.

[0120] In a specific implementation, the motion attribute parameters of each scene component can be set separately through the motion attribute setting sub-interface, and the motion editing operation for any scene component includes sequentially setting the motion position information of each key motion point of the scene component.

[0121] Exemplarily, for example, a scene component C corresponds to three key motion points c1, c2, and c3, wherein the motion position information corresponding to the key motion point c1 is 10m, the motion position information corresponding to the key motion point c2 is 30m, and the motion position information corresponding to the key motion point c3 is 20m.

[0122] In a possible implementation manner, in response to a motion editing operation on any of the scene components in the component display area, determining the motion attribute parameters of the scene component in S705 includes the following steps:

[0123] Step 7051: Use the initial height value of the scene component as the motion position information of the first motion point; the first motion point is one of the at least two key motion points.

[0124] Step 7052: In response to a release operation of dragging the component identifier of the scene component displayed in the component display area from the first moving point to the second moving point, determine the moving position information of the second moving point.

[0125] The second motion point is a motion point other than the first motion point among the at least two key motion points.

[0126] Step 7053: In response to the motion attribute editing end operation for the component identifier of the scene component, the motion attribute parameters of the scene component are determined based on the motion position information of the at least two key motion points.

[0127] In a specific implementation, for the motion editing operation of any scene component, the motion position information of each key motion point of the scene component can be set in sequence. Specifically, the position corresponding to the pre-set height value of the scene component can be determined as the first motion point. Then, the scene component is dragged from the first motion point to the second motion point in the component display area to determine and record the motion position information of the second motion point. The above dragging operation is repeated until the motion editing operation for the scene component is completed, the motion position information of each key motion point of the scene component is determined, and the motion attribute parameters of the scene component are generated based on the motion position information of each key motion point of the scene component.

[0128] For example, Figure 8As shown, a scene component 220 ("circle") corresponds to three key motion points, namely the first motion point c1, the second motion point c2, and the third motion point c3. In the process of determining the motion position information of each key motion point, the initial height value 30m corresponding to the scene component can be used as the motion position information of the first motion point c1 of the scene component; the user long presses the scene component 220 at the first motion point c1, and then drags the scene component 220 upward along the longitudinal direction corresponding to the longitudinal height axis to the second motion point c2 and releases the finger, and determines the 50m corresponding to the second motion point c2 as the motion position information of the second motion point c2; the user continues to drag the scene component 220 at the second motion point c2 downward along the longitudinal direction to the third motion point c3 and releases the finger, and determines the 20m corresponding to the third motion point c3 as the motion position information of the third motion point c3.

[0129] S706. In response to a game running instruction, display on the graphical user interface a game screen in which virtual objects generated respectively by a plurality of scene components included in the game scene to be edited and at least one target object moves according to corresponding motion trajectory information.

[0130] The target object is a virtual object corresponding to a scene component configured with motion attribute parameters, and the motion trajectory information is generated based on the corresponding motion attribute parameters.

[0131] In a specific implementation, after setting the motion attribute parameters for at least one scene component in the game scene to be edited, the game program corresponding to the game scene to be edited can be run, that is, the game running instruction is executed to enter the game running stage. In the game running stage, in addition to displaying the virtual objects generated by each scene component on the graphical user interface, the game screen of each target object moving according to the corresponding motion trajectory information can also be displayed. In this way, the game screen of the virtual object moving in the game stage can be realized, which can further enrich the richness of the game content in the game level.

[0132] The motion trajectory information of the target object is generated based on the motion attribute parameters of the corresponding scene component, that is, the motion trajectory information is generated based on the motion position information of multiple key motion points, wherein the motion execution order of each key motion point can be determined according to the motion point generation order, or can be manually set by the user. Exemplarily, for example, the motion attribute parameters of a scene component C include the motion position information of three key motion points c1, c2, and c3, and the motion trajectory information of the virtual object C' corresponding to the scene component C is the trajectory information formed by moving from c1 to c2, and then from c2 to c3, that is, automatic movement according to the motion position corresponding to each key motion point.

[0133] In a possible implementation, the motion attribute parameters of any scene component include not only the motion position information of at least two key motion points, but also the motion execution sequence information of the at least two key motion points, so that during the game running stage, the motion trajectory parameters of the virtual object corresponding to the scene component are generated according to the motion position information of each key motion point in the motion attribute parameters of the scene component and the motion execution sequence information of each key motion point. Specifically, after determining the motion position information of any of the key motion points of the scene component, the method further includes the following steps: displaying a motion execution sequence identifier at the key motion point of the scene component; the motion execution sequence identifier is used to characterize the motion execution sequence information of the key motion point.

[0134] In a specific implementation, for any scene component, after determining the motion position information of any key motion point of the scene component, a motion execution sequence identifier will be displayed at the key motion point so that the user can clearly understand the motion sequence corresponding to the movement of the scene component to the key motion point during the movement process.

[0135] In one example, for a scene component, a graphical user interface for setting motion properties is completed, and the component display area also displays the motion execution order of three key motion points of the scene component, including sequence 1, sequence 2, and sequence 3.

[0136] It should be noted that the motion execution sequence identifier displayed at the key motion point of any scene component can be automatically generated based on the generation order of the key motion points of the scene component. For example, the key motion point is determined by the user's dragging operation on the component identifier, and the motion execution sequence identifier can be generated based on the dragging order. Then, the motion execution order of the scene component at each key motion point is subsequently determined directly according to the generation order of each key motion point. In addition, the user can also manually adjust the motion execution sequence identifier displayed at each key motion point of the scene component. Specifically, in response to the editing operation of displaying the motion execution sequence identifier at the key motion point of any of the scene components, the display of the motion execution sequence identifier of the key motion point is updated. In this way, the adjustment of the motion execution order of each key motion point of the scene component can be achieved, and the diversity of editing operations can be improved.

[0137] In a possible implementation, during the game running stage, the virtual object generated by any scene component can move at a uniform speed or at a variable speed according to the corresponding motion trajectory information, and the user can set the scene component in the game scene to be edited according to actual needs. For the case of variable speed motion, the motion attribute parameters of the scene component also include motion speed information between any two key motion points; after determining the motion position information of any key motion point of the scene component, the method also includes the following steps: displaying a time setting box at the key motion point of the scene component; in response to the editing operation of the time setting box for the key motion point, displaying a pause duration mark at the key motion point; the pause duration mark is used to characterize the pause duration information of the key motion point; the motion speed information is determined based on the pause duration information corresponding to any two key motion points.

[0138] In a specific implementation, after determining the motion position information of any key motion point of any scene component, a time setting box can be displayed at the key motion point so that the user can edit the time setting box displayed at the key motion point to display the pause duration mark at the key motion point, which is 10s. Furthermore, the motion speed information of any two key motion points can be determined based on the pause duration mark of the scene component at different key motion points to realize the variable speed motion of the virtual object corresponding to the scene component, that is, to realize irregular variable speed motion, which can improve the playability of the game level.

[0139] In one example, for a scene component, a graphical user interface for setting motion properties is completed, and the component display area also displays pause duration markers of 5s, 8s, and 3s for three key motion points of the scene component.

[0140] It should be noted that, in the embodiment of the present application, when constructing a game level, the user can set the height attribute parameters and motion attribute parameters for each dynamic scene component. The user no longer needs to select each scene component in the game scene to be edited, move the perspective, etc. to perform editing operations one by one. The editing problem can be solved intuitively by simply using the height attribute setting control. Specifically, in order to improve work efficiency and optimize user experience, the embodiment of the present application integrates the above two functions, which can achieve the following technical effects:

[0141] Effect 1. Multiple scene components are integrated into the same first height setting area. This design facilitates unified management and numerical fine-tuning of height attribute parameters for the multiple scene components, thereby simplifying subsequent adjustment and optimization processes.

[0142] Effect 2: The embodiment of the present application allows the user to set the motion attribute parameters only for linear movement of any scene component in the longitudinal direction, which can realize a more complex and nonlinear vertical motion mode, ensure the intuitiveness and visualization of the setting process, and significantly improve the editing efficiency and flexibility of the motion attributes of the scene components.

[0143] Effect 3: By innovatively combining the two functions, it not only satisfies the user's intuitive cognition and operating habits, but also greatly reduces the learning threshold, allowing users to easily build highly complex scene components with high characteristics through a single graphical user interface, without the need to frequently switch perspectives or repeat editing multiple times, thereby greatly saving manpower investment and time costs.

[0144] Based on the same application concept, the embodiments of the present application also provide a device for editing a game scene corresponding to the method for editing a game scene provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the method for editing a game scene in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0145] like Fig. 9 , Fig.10 As shown, Fig. 9 This is one of the functional module diagrams of a game scene editing device 900 provided in an embodiment of the present application. Fig.10 This is a second functional module diagram of a game scene editing device 900 provided in an embodiment of the present application. Fig. 9 As shown, a device 900 for editing a game scene, wherein a terminal device displays a graphical user interface corresponding to a game editing stage provided by a running game editor; the graphical user interface displays a portion of a game scene to be edited, wherein the game scene to be edited includes a plurality of scene components, and each scene component is configured to generate a corresponding virtual object during the game running stage; the device 900 for editing a game scene includes:

[0146] A selection module 910, configured to respond to a selection operation of at least one first component among a plurality of scene components included in the game scene to be edited;

[0147] A first display module 920, configured to display a component identification of the at least one first component in any first height setting area in the graphical user interface;

[0148] The height editing module 930 is used to set the distance between the at least one first component and the reference surface in the game scene to be edited to a first height value in response to the height setting operation on the first height setting area.

[0149] In an embodiment of the present application, by responding to a selection operation for at least one first component in a game scene to be edited, the component identification of at least one first component is displayed in any first height setting area in the graphical user interface, and in response to a height setting operation for the first height setting area, the distance between the at least one first component selected in the game scene to be edited and the reference surface is set to the first height value. In this way, the present application can realize the function of centralized batch setting of height parameters of multiple scene components. This design significantly improves the efficiency of users in setting height attribute parameters of multiple scene components during the game scene construction process, and enhances the efficiency of overall game development.

[0150] In a possible implementation, Fig. 9 As shown, the first display module 920 is also used to: provide a height attribute setting control in the graphical user interface; in response to a trigger operation on the height attribute setting control, display a height attribute setting sub-interface in the graphical user interface, and display at least one of the first height setting areas in the height attribute setting sub-interface.

[0151] In a possible implementation, Fig. 9 As shown, the selection module 910 is specifically used to detect the selection operation of at least one first component in the game scene to be edited and the end addition instruction for the at least one first component; the first display module 920 is used to display the component identification of the at least one first component in any first height setting area in the graphical user interface; the end addition instruction is triggered by at least one of the following methods: a trigger operation for a non-editing area; a trigger operation for a component addition end button, wherein the component addition end button is a button provided in response to a trigger operation for displaying a height attribute setting control in the graphical user interface, and the height attribute setting control is configured to respond to the trigger operation and display a height attribute setting sub-interface in the graphical user interface.

[0152] In a possible implementation manner, the first height setting area includes a height value setting sub-area and a component selection field sub-area; Fig. 9 As shown, the height editing module 930 is specifically used to respond to a selection operation of at least one first component among a plurality of scene components included in the game scene to be edited, and to display the component identification of the at least one first component selected in the component selection field sub-area in the first height setting area; in response to a height setting operation of the height value setting sub-area in the first height setting area, to adjust the at least one first component selected in the game scene to be edited from their respective corresponding initial height positions to a target height position where the distance from the reference surface is the first height value.

[0153] In a possible implementation, Fig. 9 As shown, the height attribute setting sub-interface also displays a prompt text; the prompt text is used to indicate prompt information for operating the height attribute setting sub-interface to set the height attribute of at least one scene component included in the game scene to be edited.

[0154] In a possible implementation, Fig. 9 As shown, the first display module 920 is further used to: in response to an area adding operation, display a second height setting area in the height attribute setting sub-interface.

[0155] In a possible implementation, Fig. 9 As shown, after the first display module 920 is used to display the second height setting area in the height attribute setting sub-interface, it is also used to respond to the dragging operation of dragging the target component in the at least one first component displayed in the first height setting area to the second height setting area, and display the target component in the second height setting area; the height editing module 930 is also used to adjust the distance between the target component and the reference surface in the game scene to be edited from the first height value to the second height value; the second height value is the height value corresponding to the second height setting area.

[0156] In a possible implementation, Fig. 9 As shown, after setting the distance between the at least one first component selected in the game scene to be edited and the reference plane to the first height value, the height editing module 930 is also used to respond to a height adjustment operation on the first height setting area, adjust the distance between the at least one first component selected in the game scene to be edited and the reference plane from the first height value to a third height value; the third height value is the height value corresponding to the height adjustment operation.

[0157] In a possible implementation, Fig.10 As shown, the editing device 900 for the game scene also includes a second display module 940; the second display module 940 is used to switch the height attribute setting sub-interface to the motion attribute setting sub-interface in response to the attribute setting switching operation; wherein the motion attribute setting sub-interface is used to configure the motion attribute parameters for any of the scene components in the game scene to be edited.

[0158] In a possible implementation, Fig.10As shown, the motion attribute setting sub-interface displays a longitudinal height axis and a component display area; a plurality of height values ​​are set on the longitudinal height axis, and the component display area displays component identifiers corresponding to the various scene components included in the game scene to be edited, and the component identifier of each scene component corresponds to an initial height value among the plurality of height values ​​of the longitudinal height axis, and the initial height value of the scene component is a pre-set height value between the scene component and the reference surface.

[0159] In a possible implementation, Fig.10 As shown, the second display module 940 is used to switch the height attribute setting sub-interface to the motion attribute setting sub-interface, and is also used to determine the motion attribute parameters of the scene component in response to the motion editing operation for any of the scene components in the component display area; the motion attribute parameters include motion position information of at least two key motion points.

[0160] In a possible implementation, Fig.10 As shown, the editing device 900 of the game scene also includes an operation module 950; after the second display module 940 determines the motion attribute parameters of the scene component, the operation module 950 is used to respond to the game running instruction and display in the graphical user interface a game screen in which virtual objects respectively generated by multiple scene components included in the game scene to be edited, and at least one target object moves according to corresponding motion trajectory information; the target object is a virtual object corresponding to the scene component configured with motion attribute parameters, and the motion trajectory information is generated based on the corresponding motion attribute parameters.

[0161] In a possible implementation, Fig.10 As shown, the second display module 940 is specifically used to use the initial height value of the scene component as the motion position information of the first motion point; the first motion point is one of the at least two key motion points; in response to a release operation of dragging the component identifier of the scene component displayed in the component display area from the first motion point to the second motion point, determine the motion position information of the second motion point; the second motion point is a motion point other than the first motion point among the at least two key motion points; in response to an end operation of motion attribute editing of the component identifier of the scene component, determine the motion attribute parameters of the scene component based on the motion position information of the at least two key motion points.

[0162] In a possible implementation, Fig.10As shown, the motion attribute parameters of the scene component also include motion execution sequence information of at least two key motion points; after determining the motion position information of any key motion point of the scene component, the second display module 940 is also used to display a motion execution sequence identifier at the key motion point of the scene component; the motion execution sequence identifier is used to characterize the motion execution sequence information of the key motion point.

[0163] In a possible implementation, Fig.10 As shown, the motion attribute parameters of the scene component also include motion speed information between any two key motion points; after determining the motion position information of any key motion point of the scene component, the second display module 940 is also used to display a time setting box at the key motion point of the scene component; in response to an editing operation on the time setting box of the key motion point, a pause duration mark is displayed at the key motion point; the pause duration mark is used to characterize the pause duration information of the key motion point; the motion speed information is determined based on the pause duration information corresponding to any two key motion points respectively.

[0164] Based on the same application concept, see Fig.11 As shown, it is a structural diagram of an electronic device 1100 provided in an embodiment of the present application, including: a processor 1110, a memory 1120 and a bus 1130, the memory 1120 stores machine-readable instructions executable by the processor 1110, when the electronic device 1100 is running, the processor 1110 communicates with the memory 1120 through the bus 1130, and the machine-readable instructions are executed by the processor 1110 when running to perform the steps of the method for editing a game scene as described in any of the above embodiments.

[0165] In an embodiment of the present application, by responding to a selection operation for at least one first component in a game scene to be edited, the component identification of at least one first component is displayed in any first height setting area in the graphical user interface, and in response to a height setting operation for the first height setting area, the distance between the at least one first component selected in the game scene to be edited and the reference surface is set to the first height value. In this way, the present application can realize the function of centralized batch setting of height parameters of multiple scene components. This design significantly improves the efficiency of users in setting height attribute parameters of multiple scene components during the game scene construction process, and enhances the efficiency of overall game development.

[0166] Based on the same application concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game scene editing method provided in the above embodiment are executed.

[0167] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the above-mentioned game scene editing method and the height attribute setting control, thereby realizing the function of centralized batch setting of height parameters of multiple scene components. This design significantly improves the efficiency of users in setting height attribute parameters of multiple scene components during the game scene construction process, thereby enhancing the efficiency of the overall game development.

[0168] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.

[0169] The computer program product of the method for editing a game scene provided in the embodiment of the present application includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiment. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0170] The device of the method for editing the game scene provided in the embodiment of the present application can be specific hardware on the device or software or firmware installed on the device. The device provided in the embodiment of the present application, its implementation principle and the technical effect produced are the same as those in the aforementioned method embodiment. For brief description, the parts not mentioned in the device embodiment can refer to the corresponding contents in the aforementioned method embodiment. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices and units described above can all refer to the corresponding processes in the aforementioned method embodiment, and will not be repeated here.

[0171] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0172] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0173] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0174] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0175] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0176] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A method for editing a game scene, characterized in that: The terminal device displays a graphical user interface corresponding to the game editing stage provided by the game editor; the graphical user interface displays part of the game scene to be edited, the game scene to be edited includes multiple scene components, and each scene component is configured to generate a corresponding virtual object in the game running stage; the method includes: In response to a selection operation of at least one first component among a plurality of scene components included in the game scene to be edited; Displaying a component identification of the at least one first component in any first height setting area in the graphical user interface; In response to the height setting operation for the first height setting area, the distance between the at least one first component in the game scene to be edited and the reference surface is set to a first height value.

2. The method according to claim 1, characterized in that: The method further comprises: Providing a height property setting control in the graphical user interface; In response to a triggering operation on the height attribute setting control, a height attribute setting sub-interface is displayed on the graphical user interface, and at least one first height setting area is displayed in the height attribute setting sub-interface.

3. The method according to claim 1, characterized in that After the response to the selection operation of at least one first component among the plurality of scene components included in the game scene to be edited, and before any first height setting area in the graphical user interface displays the component identification of the at least one first component, the method further comprises: an end adding instruction for the at least one first component; The end addition instruction is triggered by at least one of the following methods: Trigger operations for non-editable areas; A trigger operation for adding an end button for a component, wherein the component adding end button is a button provided in response to a trigger operation for displaying a height attribute setting control in the graphical user interface, and the height attribute setting control is configured to display a height attribute setting sub-interface in the graphical user interface in response to the trigger operation.

4. The method according to claim 1, characterized in that: The first height setting area includes a height value setting sub-area and a component selection column sub-area; In response to a selection operation for at least one first component among a plurality of scene components included in the game scene to be edited, displaying a component identification of the at least one first component in any first height setting area in the graphical user interface comprises: in response to a selection operation for at least one first component among a plurality of scene components included in the game scene to be edited, displaying a component identification of the at least one first component in a component selection field sub-area in the first height setting area; In response to the height setting operation for the first height setting area, the distance between the at least one first component in the game scene to be edited and the reference plane is set to a first height value, including: in response to the height setting operation for the height value setting sub-area in the first height setting area, the at least one first component in the game scene to be edited is adjusted from each corresponding initial height position to a target height position where the distance between the component and the reference plane is the first height value.

5. The method according to claim 2, characterized in that: The height attribute setting sub-interface also displays a prompt text; the prompt text is used to indicate prompt information for operating the height attribute setting sub-interface to set the height attribute of at least one scene component included in the game scene to be edited.

6. The method according to claim 2, characterized in that The method further comprises: In response to the area adding operation, a second height setting area is displayed in the height attribute setting sub-interface.

7. The method according to claim 6, characterized in that After displaying the second height setting area in the height attribute setting sub-interface, the method further includes: In response to a dragging operation of dragging a target component from at least one of the first components displayed in the first height setting area to the second height setting area, the target component is displayed in the second height setting area, and the distance between the target component and the reference surface in the game scene to be edited is adjusted from the first height value to the second height value; the second height value is the height value corresponding to the second height setting area.

8. The method according to claim 1, characterized in that: After setting the distance between the at least one first component and the reference surface in the game scene to be edited to a first height value, the method further includes: In response to a height adjustment operation on the first height setting area, the distance between the at least one first component in the game scene to be edited and the reference surface is adjusted from the first height value to a third height value; the third height value is the height value corresponding to the height adjustment operation.

9. The method according to claim 2, characterized in that: The method further comprises: In response to the attribute setting switching operation, switching the height attribute setting sub-interface to the motion attribute setting sub-interface; The motion attribute setting sub-interface is used to configure motion attribute parameters for any scene component in the game scene to be edited.

10. The method according to claim 9, characterized in that The motion attribute setting sub-interface displays a longitudinal height axis and a component display area; a plurality of height values ​​are set on the longitudinal height axis, and the component display area displays component identifiers corresponding to the various scene components included in the game scene to be edited, and the component identifier of each scene component corresponds to an initial height value among the plurality of height values ​​of the longitudinal height axis, and the initial height value of the scene component is a pre-set height value between the scene component and the reference surface.

11. The method according to claim 10, characterized in that After switching the height attribute setting sub-interface to the motion attribute setting sub-interface, the method further includes: In response to a motion editing operation on a component identifier of any of the scene components in the component display area, motion attribute parameters of the scene component are determined; the motion attribute parameters include motion position information of at least two key motion points.

12. The method according to claim 11, characterized in that After determining the motion attribute parameters of the scene component, the method further includes: In response to a game running instruction, the graphical user interface displays virtual objects generated respectively by multiple scene components included in the game scene to be edited, and a game screen in which at least one target object moves according to corresponding motion trajectory information; the target object is a virtual object corresponding to a scene component configured with motion attribute parameters, and the motion trajectory information is generated based on the corresponding motion attribute parameters.

13. The method according to claim 11, characterized in that The determining of the motion attribute parameters of the scene component in response to the motion editing operation on the component identifier of any scene component in the component display area comprises: Using the initial height value of the scene component as the motion position information of a first motion point; the first motion point is one of the at least two key motion points; In response to a release operation of dragging the component identifier of the scene component displayed in the component display area from the first moving point to a second moving point, determining the moving position information of the second moving point; the second moving point is a moving point other than the first moving point among the at least two key moving points; In response to the motion attribute editing end operation for the component identifier of the scene component, the motion attribute parameters of the scene component are determined based on the motion position information of the at least two key motion points.

14. The method according to claim 13, characterized in that The motion attribute parameters of the scene component also include motion execution order information of at least two key motion points; after determining the motion position information of any of the key motion points of the scene component, the method further includes: A motion execution sequence identifier is displayed at the key motion point of the component identifier of the scene component; the motion execution sequence identifier is used to represent the motion execution sequence information of the key motion point.

15. The method according to claim 13, characterized in that The motion attribute parameters of the scene component also include motion speed information between any two key motion points; after determining the motion position information of any key motion point of the scene component, the method further includes: displaying a time setting frame at the key motion point of the component identifier of the scene component; In response to an editing operation on the time setting box of the key motion point, a pause duration identifier is displayed at the key motion point; the pause duration identifier is used to characterize the pause duration information of the key motion point; and the motion speed information is determined based on the pause duration information corresponding to any two key motion points.

16. A device for editing a game scene, characterized in that: The terminal device displays a graphical user interface corresponding to the game editing stage provided by the game editor; the graphical user interface displays part of the game scene to be edited, and the game scene to be edited includes multiple scene components, each scene component is configured to generate a corresponding virtual object in the game running stage; the device includes: A selection module module is used to respond to a selection operation of at least one first component among a plurality of scene components included in the game scene to be edited; A display module, configured to display a component identification of the at least one first component in any first height setting area in the graphical user interface; The height editing module is used to set the distance between the at least one first component and the reference surface in the game scene to be edited to a first height value in response to the height setting operation for the first height setting area.

17. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the method for editing a game scene as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for editing a game scene as described in any one of claims 1 to 15 are executed.

19. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method for editing a game scene as described in any one of claims 1 to 15 are executed.