Game processing method and device, computer equipment, storage medium and program product
By supporting undoing and recovery operations in the game scene editing interface, the problem of insufficient editing error tolerance in the existing technology is solved, the tolerance and convenience of game scene editing is improved, and the editing experience of game players is improved.
Patent Information
- Application Number
- CN202310799183.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-30
- Publication Date
- 2024-12-31
AI Technical Summary
The existing technology is difficult to improve the editing tolerance of game scenes, making it difficult for gamers to quickly correct wrong operations during the editing process, affecting the game experience.
It provides a game processing method and device, which rolls back the previous operation state of the game scene by displaying the scene editing interface and responding to the editing and undo operation operation, supports undoing and restoring the operation state, and improves editing tolerance and convenience.
It realizes the rapid undoing of errors during game scene editing, improves editing tolerance and convenience, and improves the customized editing experience of gamers.
Smart Images

Figure CN119215422A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a game processing method, a game processing device, a computer equipment, a computer-readable storage medium, and a computer program product. Background Art
[0002] Construction gameplay is a common gameplay type in games. In construction gameplay, game players are supported to perform editing operations on game scenes to customize game scenes. For example, in the construction gameplay of buildings, game players can perform editing operations on building materials such as wood, stone, and tiles to customize game scenes containing buildings. Construction gameplay requires a high editing tolerance for game scenes, which is conducive to game players creating more exquisite game scenes. Therefore, how to improve the editing tolerance of game scenes has become a current research hotspot. Summary of the invention
[0003] The embodiments of the present application provide a game processing method, apparatus, computer equipment, storage medium, and program product, which can improve the editing error tolerance of game scenes.
[0004] On the one hand, an embodiment of the present application provides a game processing method, the game processing method comprising:
[0005] Displaying a scene editing interface, the scene editing interface is used to perform editing operations on the game scene, and the scene editing interface displays a first operation state of the game scene; the game scene includes multiple operation states formed in sequence, and in two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state;
[0006] In response to an edit undo operation on the game scene, a second operation state of the game scene is rolled back and displayed in the scene editing interface; the second operation state refers to any operation state formed before the first operation state.
[0007] Accordingly, an embodiment of the present application provides a game processing device, the game processing device comprising:
[0008] A display unit is used to display a scene editing interface, the scene editing interface is used to perform editing operations on the game scene, and the scene editing interface displays a first operation state of the game scene; the game scene includes a plurality of operation states formed sequentially, and in two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state;
[0009] The display unit is also used to respond to an edit undo operation on the game scene and roll back and display a second operation state of the game scene in the scene editing interface; the second operation state refers to any operation state formed before the first operation state.
[0010] In one implementation, when the editing process of the game scene is in the pre-editing stage, the operation state of the game scene is the pre-editing operation state; in the pre-editing stage, one editing operation forms one pre-editing operation state, and of two adjacent pre-editing operation states, the latter pre-editing operation state is formed by performing an editing operation on the basis of the former pre-editing operation state;
[0011] When the editing process of the game scene is in the editing confirmation stage, the operation state of the game scene is the editing confirmation operation state; all editing operations in the pre-editing stage together form an editing confirmation operation state, and of two adjacent editing confirmation operation states, the latter editing confirmation operation state is formed by executing all editing operations in the pre-editing stage on the basis of the previous editing confirmation operation state and then performing editing confirmation; the pre-editing stage includes one or more editing operations.
[0012] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage;
[0013] If there is a pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous pre-editing operation state adjacent to the first operation state in the target pre-editing stage.
[0014] In one implementation, the editing operation in the target pre-editing stage includes an object selection operation on the game object and an attribute editing operation on the selected game object, the object selection operation forms an object selection operation state, and the attribute editing operation forms an attribute editing operation state; the first operation state is an attribute editing operation state formed in the target pre-editing stage;
[0015] If there is an attribute editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous attribute editing operation state adjacent to the first operation state in the target pre-editing stage;
[0016] If there is no attribute editing operation state formed earlier than the first operation state in the target pre-editing stage, the second operation state refers to the object selection operation state in the target pre-editing stage.
[0017] In one implementation, if there is no pre-editing operation state in the target pre-editing stage whose formation time is earlier than the first operation state, but there is an editing confirmation operation state whose formation time is earlier than the first operation state, then the second operation state refers to the editing confirmation operation state formed by all editing operations in the reference pre-editing stage, and the reference pre-editing stage is the previous pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0018] In one implementation, if there is no pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, and there is no editing confirmation operation state that is formed earlier than the first operation state, then the second operation state refers to the initial operation state of the game scene.
[0019] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in an edit confirmation stage, and the first operation state is an edit confirmation operation state;
[0020] If there is an edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the previous edit confirmation operation state adjacent to the first operation state;
[0021] If there is no edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the initial operation state of the game scene.
[0022] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in the edit confirmation stage, and the first operation state is an edit confirmation operation state formed by all the edit operations in the target pre-editing stage;
[0023] The second operation state refers to a pre-editing operation state in which the target pre-editing stage forms the last one.
[0024] In one implementation, the display unit is used to respond to the edit undo operation on the game scene, and when rolling back the second operation state of the game scene in the scene editing interface, specifically performs the following steps:
[0025] In response to an edit undo operation on a game scene, an operation status list is displayed, wherein the operation status list includes an operation status that supports rollback display;
[0026] Performing a state selection operation on the operation state in the operation state list;
[0027] The second operation state selected by the state selection operation is displayed.
[0028] In one implementation, the editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage;
[0029] The operation status in the operation status list includes at least one of the following:
[0030] a pre-editing operation state formed earlier than the first operation state in the target pre-editing stage;
[0031] An edit confirmation operation state formed by all edit operations in each pre-editing stage whose editing time is earlier than the target pre-editing stage;
[0032] The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0033] In one implementation, the editing process of the game scene is in the editing confirmation stage, and the first operation state is the editing confirmation operation state formed by all editing operations in the target pre-editing stage;
[0034] The operation status in the operation list includes at least one of the following:
[0035] An edit confirmation operation state formed by all edit operations in each pre-editing stage whose editing time is earlier than the target pre-editing stage;
[0036] The pre-editing operation state formed by the editing operation in the target pre-editing stage;
[0037] The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0038] In one implementation, the scene editing interface is used to perform editing operations on game objects in the game scene, so as to perform editing operations on the game scene; the game scene includes a plurality of game objects; the game processing device further includes a processing unit, the processing unit being used to perform the following steps:
[0039] Execute the undo object selection operation;
[0040] The display unit is used for responding to the edit cancellation operation of the game scene, when rolling back the second operation state of the game scene in the scene editing interface, to specifically perform the following steps:
[0041] In response to an edit undo operation on a game scene, a second operation state of the target game object selected by the undo object selection operation is rolled back and displayed in the scene editing interface, where the second operation state refers to any operation state of the target game object formed before the first operation state of the target game object.
[0042] In one implementation, the display unit is further configured to perform the following steps:
[0043] In response to the reset and undo operation on the game scene, the initial operation state of the game scene is rolled back and displayed in the scene editing interface.
[0044] In one implementation, the display unit is further configured to perform the following steps:
[0045] Display the undo configuration interface, and configure the operation step length of the edit undo operation in the undo configuration interface. The operation step length of the edit undo operation refers to the number of operation states that can be undone in one edit undo operation;
[0046] The second operating state is formed before the first operating state, and the number of operating states that the second operating state differs from the first operating state is the number of operating states indicated by the configured operating step.
[0047] In one implementation, the operating state of the game scene includes at least one of the following:
[0048] A pre-editing operation state formed by the editing operation in the pre-editing stage;
[0049] The edit confirmation operation state formed by all the edit operations in the pre-editing stage;
[0050] The display unit is further used to perform the following steps:
[0051] Display the revocation configuration interface, and configure the operation status revocation threshold in the revocation configuration interface;
[0052] The operation state revocation threshold includes at least one of the following: a pre-editing operation state revocation threshold, an editing confirmation operation state revocation threshold, and a combined operation state revocation threshold;
[0053] The pre-editing operation state revocation threshold is used to indicate the number of pre-editing operation states that support revocation, the editing confirmation operation state revocation threshold is used to indicate the number of editing confirmation operation states that support revocation, and the combined operation state revocation threshold is used to indicate the total number of pre-editing operation states and editing confirmation operation states that support revocation.
[0054] In one implementation, the display unit is further configured to perform the following steps:
[0055] In response to the editing and restoring operation on the game scene, the revoked operation state of the game scene is restored and displayed in the scene editing interface.
[0056] Accordingly, an embodiment of the present application provides a computer device, the computer device comprising:
[0057] a processor suitable for implementing a computer program;
[0058] A computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded by a processor and executing the above-mentioned game processing method.
[0059] Accordingly, an embodiment of the present application provides a computer-readable storage medium, which stores a computer program. When the computer program is read and executed by a processor of a computer device, the computer device executes the above-mentioned game processing method.
[0060] Accordingly, an embodiment of the present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned game processing method.
[0061] In an embodiment of the present application, in the process of editing a game scene, multiple operation states of the game scene can be sequentially formed, and in two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state; a first operation state of the game scene is displayed in the scene editing interface, and in response to an edit undo operation, the second operation state of the game scene can be rolled back and displayed in the scene editing interface, and the second operation state refers to any operation state formed before the first operation state. In other words, the embodiment of the present application can support the undoing of editing operations in the editing process of the game scene, which is conducive to the undoing of erroneous editing operations in the editing process of the game scene, thereby improving the editing fault tolerance of the game scene and improving the editing convenience of the game scene. BRIEF DESCRIPTION OF THE DRAWINGS
[0062] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0063] Figure 1a It is a schematic diagram of an interface of a construction gameplay provided by an embodiment of the present application;
[0064] Figure 1b It is a schematic diagram of an interface of another construction gameplay provided by an embodiment of the present application;
[0065] Figure 1cIt is a schematic diagram of an interface of another construction gameplay provided by an embodiment of the present application;
[0066] Figure 2 It is a flowchart of a construction gameplay provided by an embodiment of the present application;
[0067] Figure 3 It is a flowchart of a game processing method provided in an embodiment of the present application;
[0068] Figure 4a This is a schematic diagram of an edit undo interface in a pre-editing operation state provided by an embodiment of the present application;
[0069] Figure 4b is a schematic diagram of an edit cancellation interface in another pre-editing operation state provided by an embodiment of the present application;
[0070] Figure 4c is a schematic diagram of an edit cancellation interface in another pre-editing operation state provided by an embodiment of the present application;
[0071] Figure 4d is a schematic diagram of an edit cancellation interface in another pre-editing operation state provided by an embodiment of the present application;
[0072] Figure 5a It is a schematic diagram of an edit cancellation interface in an edit confirmation operation state provided by an embodiment of the present application;
[0073] Figure 5b It is a schematic diagram of an edit cancellation interface in another edit confirmation operation state provided by an embodiment of the present application;
[0074] Figure 5c It is a schematic diagram of an edit cancellation interface in another edit confirmation operation state provided by an embodiment of the present application;
[0075] Figure 6 It is a schematic diagram of editing and undoing situations in different operation states provided by an embodiment of the present application;
[0076] Figure 7 This is a complete flowchart of an edit undo operation provided by an embodiment of the present application;
[0077] Figure 8 This is a complete flowchart of another edit undo operation provided by an embodiment of the present application;
[0078] Fig. 9 This is a schematic diagram of a configuration interface for editing the operation step of an undo operation provided in an embodiment of the present application;
[0079] Fig.10 This is a schematic diagram of a configuration interface for an operation status revocation threshold provided in an embodiment of the present application;
[0080] Fig.11 This is a schematic diagram of an interface for resetting and undoing operations provided in an embodiment of the present application;
[0081] Fig.12 is a flowchart of another game processing method provided in an embodiment of the present application;
[0082] Fig.13a It is a schematic diagram of an interface of a custom edit undo process provided in an embodiment of the present application;
[0083] Fig.13b It is a schematic diagram of another interface of a custom edit undo process provided in an embodiment of the present application;
[0084] Fig.14 This is a schematic diagram of an interface for canceling an object selection operation provided in an embodiment of the present application;
[0085] Fig.15 It is a technical principle diagram of an undo and restore function provided by an embodiment of the present application;
[0086] Fig.16 This is a relationship class diagram of the undo and restore functions provided in an embodiment of the present application;
[0087] Fig.17 is a structural schematic diagram of a game processing device provided in an embodiment of the present application;
[0088] Fig.18 It is a structural diagram of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0089] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.
[0090] In order to more clearly understand the technical solutions provided by the embodiments of the present application, the key terms involved in the embodiments of the present application are first introduced here.
[0091] (1) The embodiments of the present application relate to games. A game is an electronic game product. An electronic game refers to an interactive game that runs on an electronic device platform. Electronic games may include stand-alone games and online games. Among them, online games may also be referred to as online games, which generally refer to individual multi-player online games that use the Internet as a communication medium, game servers (Game Server) and player terminals as game processing devices, and game clients (Game Client) running in the player terminals as information interaction windows, and are designed to achieve entertainment, leisure, communication and virtual achievements. The game client refers to a program that corresponds to the game server and provides local game services to players participating in the online game; the game server refers to a service device that provides data calculation, verification, storage and forwarding functions for the game client. A stand-alone game refers to an electronic game that can be run independently using a computer or other game platform. A stand-alone game does not require a game server to run normally.
[0092] For online games, the embodiments of the present application do not limit the game types of online games; for example, online games can be cloud games, or online games can be ordinary online games. Among them, ordinary online games refer to games that are directly run in the game client installed in the player's terminal. Cloud gaming, also known as gaming on demand, refers to games that are run on game servers. That is to say, in a cloud gaming scenario, all cloud games are not run on the game client on the player's terminal, but on the game server. The game server compresses and encodes the game screen and audio in the cloud game into a media stream, and then transmits the media stream to the game client on the player's terminal through the network for image display and audio playback. It can be seen that the game client does not need to have powerful graphics processing and data computing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain operation instructions entered by game players and send the operation instructions entered by game players to the game server. When game players perform various operations in the game interface of the game client, the game client will report the operation data generated by these operations to the game server, and the game server will refresh the game screen of the cloud game according to the operation data in the corresponding cloud game, and then return the refreshed game screen to the game client for display, so as to realize the play of cloud games. In other words, the difference between ordinary online games and cloud games is that ordinary online games run in the game client installed in the player's terminal, while cloud games run in the game server. The game client is responsible for presenting the game screen, playing the game audio, and receiving operation instructions entered by the game player.
[0093] (2) The embodiments of the present application relate to construction gameplay. The games involved in the embodiments of the present application include construction gameplay, which is a type of game play. Construction gameplay specifically refers to a type of gameplay that supports game players to perform editing operations on game scenes to customize the creation of game scenes; construction gameplay may include multiple types, for example, building-type construction gameplay and role-type construction gameplay. In the building-type construction gameplay, game players can perform editing operations on building game objects such as wood, stone, tiles, and furniture. The editing operations may, for example, be selecting or placing building game objects, modifying the attribute information of building game objects (for example, position information, scale information, rotation angle information, etc.), thereby customizing the creation of game scenes containing buildings. In the character-building gameplay, game players can perform editing operations on character game objects such as the game character itself (for example, the game character's hair, glasses, nose, mouth, etc.), the game character's outfit (for example, the game character's headdress, jewelry, clothing, etc.), etc. The editing operation can, for example, be to select the character game object and modify the attribute information of the character game object (for example, color, shape, material, etc.), thereby customizing and creating a game scene containing the game character.
[0094] The general process of the construction gameplay can be seen in the following description: In the construction gameplay, the editing operation of the game scene can be performed in the pre-editing stage (or it can be called the pre-placement stage), and the pre-editing stage can be understood as the local editing stage; in the pre-editing stage, the game object can perform editing operations on the game object, for example, selecting or placing the game object, modifying the attribute information of the selected or placed game object, and other editing operations, and previewing the operating state of the game scene formed by the editing operation. The operating state of the game scene refers to the presentation state of the game scene under the editing operation; performing editing operations on the game object in the pre-editing stage adjusts the game object to When the editing operation in the pre-editing stage is in an appropriate state, the editing confirmation operation can be performed on the editing operation in the pre-editing stage, and the final operation state formed in the pre-editing stage will be submitted and saved. That is to say, the operation state formed in the pre-editing stage can be understood as the local preview state. After the editing confirmation operation is performed on the editing operation in the pre-editing stage, only the final operation state formed in the pre-editing stage will be submitted and saved. Submitting and saving can be understood as presenting the operation state as a formal game scene. If the editing operation in the pre-editing stage is rejected and confirmed, the editing operation performed on the game scene in the pre-editing stage can be abandoned, and the operation state of the game scene before the pre-editing stage can be returned to.
[0095] In general, a pre-editing stage in the construction gameplay can be used to perform editing operations on one or more game objects, and the game objects on which the editing operations are performed can be highlighted (for example, the border is thickened, the border is highlighted, etc.); the pre-editing stage and the editing confirmation operation of the pre-editing stage can appear alternately, that is, after performing the editing operation on the game scene in the first pre-editing stage, the editing confirmation operation can be performed on the editing operation in the first pre-editing stage, and then the editing operation on the game scene can be performed in the second pre-editing stage. An editing operation in the pre-editing stage can form a pre-editing operation state. Among the two adjacent pre-editing operation states, the latter pre-editing operation state is formed by performing an editing operation on the basis of the previous pre-editing operation state. The pre-editing operation state formed in the pre-editing stage can be understood as a local preview state. The editing confirmation operation of the pre-editing stage can form an editing confirmation operation state. Among the two adjacent editing confirmation operation states, the latter editing confirmation operation state is formed by performing one or more editing operations in the pre-editing stage on the basis of the previous editing confirmation operation state. The editing confirmation operation state can be understood as a submitted and saved operation state.
[0096] Figure 1a-Figure 1c The following is an exemplary illustration of the interface flow of the construction gameplay of the building class: the scene editing interface 10 can be used to perform editing operations on the game scene, such as Figure 1a As shown, when editing starts, the game scene is in the initial operation state, and the first pre-editing stage begins. After the editing operation of placing the chairs is performed on the game scene, the first pre-editing operation state of the game scene in the first pre-editing stage is formed. After the editing operation of moving the chairs is performed on the game scene, the second pre-editing operation state of the game scene in the first pre-editing stage is formed. If an editing confirmation operation is performed on the first pre-editing stage at this time (for example, triggering the editing confirmation control 101), the first editing confirmation operation state of the game scene can be formed, and on this basis, the second pre-editing stage can be entered to continue to perform editing operations on the game scene; if a rejection confirmation operation is performed on the pre-editing stage at this time (for example, triggering the rejection confirmation control 102), the editing operation performed on the game scene in the first pre-editing stage can be abandoned, and the game scene can return to the initial operation state.
[0097] Take the first pre-editing stage as an example to perform the edit confirmation operation. Figure 1a As shown, after the editing confirmation operation is performed on the first pre-editing stage, the first editing confirmation operation state of the game scene can be formed. Figure 1bAs shown, after performing the edit confirmation operation on the first pre-editing stage, the second pre-editing stage can be entered. In the second pre-editing stage, after performing the editing operation of placing the table on the game scene, the first pre-editing operation state of the game scene in the second pre-editing stage is formed. After performing the edit confirmation operation on the second pre-editing stage, the second edit confirmation operation state of the game scene can be formed. Similarly, Figure 1c As shown, after performing the editing confirmation operation on the second pre-editing stage, you can continue to perform editing operations on the game scene in the third pre-editing stage. Figure 1a-Figure 1c The interface flow of the construction gameplay shown can be summarized as follows: Figure 2 The steps flow shown.
[0098] Based on this, in order to improve the fault tolerance of game scene editing of construction gameplay in the game, the embodiment of the present application proposes a game processing method, which supports the cancellation of the editing operation performed on the game scene. The cancellation of the editing operation on the game scene can be understood as rolling back the game scene from the operation state formed by the canceled editing operation to the operation state formed by the editing operation before the canceled editing operation. In this way, when the wrong editing operation is performed on the game scene, the wrong editing operation performed on the game scene can be promptly canceled, so that the game scene can be rolled back to the operation state formed by the editing operation before the wrong editing operation, thereby improving the editing fault tolerance of the game scene and improving the editing convenience of the game scene. In addition, the game processing method proposed in the embodiment of the present application is not limited to the operation state type of the game scene. Both the pre-editing operation state and the editing confirmation operation state support withdrawal, which further improves the editing fault tolerance of the game scene. The game processing method proposed in the embodiment of the present application also supports the recovery of the canceled operation state. Through the mutual cooperation between the undo operation and the restore operation, the editing process of the game scene is more convenient, and the game scene custom editing experience of the game player is improved.
[0099] It should be noted that the game processing method provided in the embodiment of the present application can be executed by a computer device, which can be a terminal device running a game client (for example, a game application, a game applet, a game software, a game webpage, etc.), and the game client includes a construction gameplay. The terminal can include but is not limited to any of the following: a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart watch, a smart home appliance, a smart car terminal, and an aircraft, etc.
[0100] The following is a more detailed introduction to the visual presentation of the game processing method provided in the embodiment of the present application in conjunction with the accompanying drawings.
[0101] The present application provides a game processing method, which mainly introduces different situations of revocation when the current operation state of the game scene is a pre-editing operation state or an editing confirmation operation state. The game processing method can be executed by a computer device, which can be, for example, a terminal running a game client including a construction gameplay. Figure 3 As shown, the game processing method may include but is not limited to the following steps S301-S302:
[0102] S301, displaying a scene editing interface, where the scene editing interface is used to perform editing operations on the game scene. The scene editing interface displays a first operation state of the game scene. The game scene includes a plurality of operation states formed sequentially, where the latter of two adjacent operation states is formed by performing one or more editing operations on the basis of the former operation state.
[0103] The scene editing interface can be used to perform editing operations on the game scene, and the scene editing interface can display the first operation state of the game scene. The game scene can include multiple operation states formed in sequence by performing editing operations on the game scene. The operation state of the game scene refers to the presentation state formed by the game scene under the editing operation. In two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state. As described above, when the editing process of the game scene is in the pre-editing stage, the operation state of the game scene can be the pre-editing operation state. In the pre-editing stage, an editing operation can form a pre-editing operation state. In the two adjacent pre-editing operation states, the latter pre-editing operation state is formed by performing an editing operation on the basis of the previous pre-editing operation state; when the editing process of the game scene is in the editing confirmation stage, the operation state of the game scene can be the editing confirmation operation state. All editing operations in the pre-editing stage can form an editing confirmation operation state together. In the two adjacent editing confirmation operation states, the latter editing confirmation operation state is formed by performing all editing operations in the pre-editing stage on the basis of the previous editing confirmation operation state and then performing editing confirmation. The pre-editing stage can include one or more editing operations.
[0104] S302, in response to an edit undo operation on a game scene, rolling back and displaying a second operation state of the game scene in the scene editing interface; the second operation state refers to any operation state formed before the first operation state.
[0105] The edit undo operation on the game scene can be used to undo the edit operation on the game scene, so that the game scene can be rolled back from the operation state formed by the undone edit operation to the operation state formed by the edit operation before the undone edit operation. The embodiment of the present application does not limit the execution method of the edit undo operation, and the edit undo operation performed on the game scene may include but is not limited to any one or more of the following: ① The scene editing interface may include an edit undo control, and the edit undo operation performed on the game scene may refer to a triggering operation on the edit undo control (for example, a single click on the edit undo control, two clicks on the edit undo control, long press on the edit undo control, etc.). ② The terminal may include a hardware input device (such as a keyboard), and the input device may include an edit undo shortcut key, and the edit undo operation performed on the game scene may refer to a triggering operation on the edit undo shortcut key. ③ The edit undo operation performed on the game scene may refer to inputting an edit undo gesture in the scene editing interface (for example, the edit undo gesture may be drawing the English letter "D" in the scene editing interface); and the edit undo gesture may support game players' custom settings, that is, game players may set themselves an easy-to-remember, simple edit undo gesture, so that game players can quickly input the edit undo gesture in the scene editing interface, and then perform the edit undo operation on the game scene. The edit undo gesture is highly consistent with the game players' usage habits, and improves the game players' experience of editing and undoing during the editing process of the game scene. It can be seen that the present application supports a variety of flexible and diverse ways of performing edit undo operations on game scenes. Game players can choose a convenient and quick way to perform edit undo operations based on their own game scene editing habits, and improve the game players' game scene editing experience. The present application embodiment takes the example of the edit undo operation performed on the game scene as the trigger operation of the edit undo control as an example.
[0106] In response to the edit undo operation on the game scene, the second operation state of the game scene can be rolled back and displayed in the scene editing interface. The second operation state can refer to any operation state formed before the first operation state. As described above, the operation state of the game scene can have a pre-editing operation state and an editing confirmation operation state. When the first operation state is the pre-editing operation state and the editing confirmation operation state, the specific situation of the second operation state is different. The following describes the different situations of the second operation state when the first operation state is the pre-editing operation state and the editing confirmation operation state:
[0107] (1) When the first operation state is the pre-editing operation state:
[0108] Taking the pre-editing stage of the editing process of the game scene as the target pre-editing stage as an example, the first operation state may be a pre-editing operation state formed in the target pre-editing stage, and in the case where an edit undo operation is used to undo an operation state of the game scene:
[0109] ① If there is a pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state may refer to the previous pre-editing operation state adjacent to the first operation state in the target pre-editing stage.
[0110] In more detail, the editing operations in the target pre-editing stage may include object selection operations on game objects (for example, selecting a game object or placing a game object, etc.) and attribute editing operations on the selected game objects (for example, modifying attribute information of the game object such as position information, scale information, rotation angle information, color, shape, material, etc.); the object selection operation can form an object selection operation state, and the attribute editing operation can form an attribute editing operation state, that is, the pre-editing operation state formed in the target pre-editing stage may include an object selection operation state and an attribute editing operation state.
[0111] In one implementation, when the first operation state is an attribute editing operation state formed in a target pre-editing stage, if there is an attribute editing operation state in the target pre-editing stage that is formed earlier than the first operation state, then the second operation state may refer to the previous attribute editing operation state adjacent to the first operation state in the target pre-editing stage.
[0112] like Figure 4a As shown, the target pre-editing stage can be the above Figure 1c In the third pre-editing stage, the first operation state may be the third pre-editing operation state in the third pre-editing stage (the third pre-editing operation state is an attribute editing operation state formed by performing an attribute editing operation on the rotation angle information of the game object (chair)). In the third pre-editing stage, there exists an attribute editing operation state whose formation time is earlier than the third pre-editing operation state, namely, the second pre-editing operation state. If the edit undo control 103 is triggered, the editing operation of rotating the chair performed on the game scene can be undone, and the second pre-editing operation state of the game scene can be rolled back and displayed in the scene editing interface 10.
[0113] In another implementation, when the first operation state is an attribute editing operation state formed in the target pre-editing stage, if there is no attribute editing operation state in the target pre-editing stage that is formed earlier than the first operation state, then the second operation state may refer to the object selection operation state in the target pre-editing stage.
[0114] like Figure 4bAs shown, the target pre-editing stage can be the above Figure 1c The third pre-editing stage in the game, the first operation state can be the second pre-editing operation state in the third pre-editing stage (the second pre-editing operation state is the attribute editing operation state formed by performing an attribute editing operation on the position information of the game object (chair)), and there is no attribute editing operation state in the third pre-editing stage that is formed earlier than the second pre-editing operation state. If the edit undo control 103 is triggered, the editing operation of moving the chair performed on the game scene can be undone, and the first pre-editing operation state of the game scene can be rolled back and displayed in the scene editing interface 10. The first pre-editing operation state is the object selection operation state formed by performing an object selection operation to place the chair on the game scene.
[0115] ② If there is no pre-editing operation state in the target pre-editing stage whose formation time is earlier than the first operation state, but there is an editing confirmation operation state whose formation time is earlier than the first operation state, then the second operation state refers to the editing confirmation operation state jointly formed by the reference pre-editing stage, and the reference pre-editing stage may refer to the previous pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0116] like Figure 4c As shown, the target pre-editing stage can be the above Figure 1c In the third pre-editing stage, the first operation state may be the first pre-editing operation state in the third pre-editing stage (the first pre-editing operation state is the object selection operation state formed by the object selection operation (placement) performed on the game object (chair)). In the third pre-editing stage, there is no pre-editing operation state formed earlier than the first pre-editing operation state, but there is an editing confirmation operation state formed earlier than the first pre-editing operation state, namely, the second editing confirmation operation state. If the editing undo control 103 is triggered, the editing operation of placing the chair performed on the game scene can be undone, and the second editing confirmation operation state of the game scene can be rolled back and displayed in the scene editing interface 10. The second editing confirmation operation state is formed by editing and confirming all editing operations in the second pre-editing stage.
[0117] ③ If there is no pre-editing operation state formed earlier than the first operation state in the target pre-editing stage, and there is no editing confirmation operation state formed earlier than the first operation state, then the second operation state may refer to the initial operation state of the game scene.
[0118] like Figure 4d As shown, the target pre-editing stage can be the above Figure 1aIn the first pre-editing stage, the first operation state can be the first pre-editing operation state in the first pre-editing stage (the first pre-editing operation state is the object selection operation state formed by the object selection operation (placement) performed on the game object (chair)), there is no pre-editing operation state formed earlier than the first pre-editing operation state in the first pre-editing stage, and there is no editing confirmation operation state formed earlier than the first pre-editing operation state. If the edit undo control 103 is triggered, the editing operation of placing the chair performed on the game scene can be undone, and the initial operation state of the game scene is rolled back and displayed in the scene editing interface 10.
[0119] Based on the above content when the first operation state is the pre-editing operation state, it is not difficult to see that the pre-editing operation state formed by the editing operation in the pre-editing stage supports revocation, the pre-editing stage is the local editing stage of the game scene, and the pre-editing operation state formed in the pre-editing stage is the local preview state, which has not been submitted and saved, that is, the pre-editing operation state formed before the operation state is submitted and saved can be undone; on the one hand, this allows game players to timely undo erroneous editing operations in the editing process of the game scene based on the edit undo operation in the local editing stage of the game scene, and finally submit and save the local preview state formed by the correct editing operation as the formal presentation effect of the game scene, which can improve the editing capacity of the game scene. On the other hand, it supports the revocation of the local preview state formed in the local editing stage of the game scene, so that game players can make more editing attempts on the game scene in the local editing stage, and the local preview state formed by the editing attempt that does not meet the requirements can be revoked. However, in the case where the local preview state formed in the local editing stage of the game scene is not supported to be revoked, the local preview state cannot be revoked once it is formed, and it is difficult for game players to try to edit the game scene because the editing attempt that does not meet the requirements cannot be revoked. Therefore, supporting the revocation of the local preview state formed in the local editing stage of the game scene can improve the editing attemptability of the game scene, improve the editing effect of the game scene, and enhance the game scene editing experience of game players.
[0120] (2) When the first operation state is the edit confirmation operation state:
[0121] When the editing process of the game scene is in the editing confirmation stage, the first operation state may be the editing confirmation operation state formed by all editing operations in the target pre-editing stage. In the case where an editing undo operation is used to undo an operation state of the game scene, there may be any of the following two editing undo modes: the first editing undo mode is the editing undo mode between the editing confirmation operation states, and the second editing undo mode is the editing undo mode between the editing confirmation operation state and the pre-editing operation state. The two editing undo modes are respectively introduced below:
[0122] ① The first edit undo method (edit undo method between edit confirmation operation states):
[0123] The edit undo method between edit confirmation operation states refers to an edit undo method in which the current edit confirmation operation state can be undone to the edit confirmation operation state before the current edit confirmation operation state, but cannot be undone to the pre-edit operation state before the current edit confirmation operation state.
[0124] Specifically, if there is an edit confirmation operation state that is formed earlier than the first operation state, the second operation state may refer to the previous edit confirmation operation state adjacent to the first operation state; if there is no edit confirmation operation state that is formed earlier than the first operation state, the second operation state may refer to the initial operation state of the game scene.
[0125] like Figure 5a As shown, the first operating state can be the above Figure 1b If the edit undo control 103 is triggered, the previous edit confirmation operation state (i.e., the first edit confirmation operation state) adjacent to the second edit confirmation operation state can be rolled back and displayed in the scene editing interface 10. Figure 5b As shown, the first operating state can be the above Figure 1a The first edit confirmation operation state in the scene editing interface 10 does not contain an edit confirmation operation state whose formation time is earlier than the first edit confirmation operation state. If the edit undo control 103 is triggered, the initial operation state can be rolled back in the scene editing interface 10.
[0126] Based on the first editing undo method supported when the first operation state is the editing confirmation operation state, it can be seen that the editing confirmation operation state submitted for saving supports undoing, and when there is an error in the editing confirmation operation state, it can be directly undone to the correct editing confirmation operation state. Such advantages are obvious. The editing confirmation operation state is formed by editing and confirming the pre-editing operation state in the pre-editing stage. If there is an error in the editing confirmation operation state, it can be explained that there is an error in the pre-editing operation state in the pre-editing stage before the editing confirmation operation state. Therefore, it is meaningless to revoke to the pre-editing operation state in the pre-editing stage before the editing confirmation operation state. There are still errors. Therefore, when there is an error in the editing confirmation operation state, it is directly undone to the correct editing confirmation operation state. Re-editing can be performed on the basis of the correct editing confirmation operation state, which can improve the editing fault tolerance of the game scene and the editing error correction efficiency of the game scene.
[0127] ② The second edit undo method (the edit undo method between the edit confirmation operation state and the pre-edit operation state):
[0128] The edit undo mode between the edit confirmation operation state and the pre-edit operation state refers to an edit undo mode in which the current edit confirmation operation state can be undoed to the pre-edit operation state before the current edit confirmation operation state.
[0129] Specifically, the first operation state may be an edit confirmation operation state formed by all editing operations in the target pre-editing stage, and the second operation state may refer to the last pre-editing operation state formed in the target pre-editing stage. Figure 5c As shown, the first operating state can be the above Figure 1b The second edit confirmation operation state may be an edit confirmation operation state formed after all edit operations in the second pre-editing stage are edited and confirmed. If the edit undo control 103 is triggered, the last pre-editing operation state formed in the second pre-editing stage (i.e., the first pre-editing operation state in the second pre-editing stage) may be rolled back and displayed in the scene editing interface.
[0130] Based on the second editing undo method supported when the first operation state is the editing confirmation operation state, it can be seen that the editing confirmation operation state submitted for saving supports undoing, and when there is an error in the editing confirmation operation state, it can be undone to the pre-editing operation state before the editing confirmation operation state. Compared with the first editing undo method, the advantage of the second editing undo method is obvious. The editing confirmation operation state is formed by editing and confirming the pre-editing operation state in the pre-editing stage. If there is an error in the editing confirmation operation state, it can be explained that there is an error in the pre-editing operation state in the pre-editing stage before the editing confirmation operation state, but not every pre-editing operation state in the pre-editing stage before the editing confirmation operation state has an error. If it is directly undone to the correct editing confirmation operation state, the correct pre-editing operation state in the pre-editing stage is automatically discarded. Therefore, when there is an error in the editing confirmation operation state, it is undone to the pre-editing operation state before the editing confirmation operation state. This can support more refined operation state undoing and can effectively improve the editing fault tolerance of the game scene.
[0131] Furthermore, when the first operation state is the edit confirmation operation state, the first edit undo method (the edit undo method between the edit confirmation operation states) has a higher undo efficiency, and the game player can more quickly undo to the edit confirmation operation state that was formed earlier than the current edit confirmation operation state; and the second edit undo method (the edit undo method between the edit confirmation operation state and the pre-edit operation state) has a more refined undo, and the game player can undo to the pre-edit operation state and the edit confirmation operation state that were formed earlier than the current edit confirmation operation state, making the editing fault tolerance of the game scene higher. In the actual editing scene of the game scene, when the first operation state is the edit confirmation operation state, the first edit undo method or the second edit undo method can be used by default; or, the edit undo method can be customized, so that the game player can choose the appropriate edit undo method according to his or her own game scene editing habits, so that the game scene edit undo operation is more compatible with the game player, which can enhance the game player's game scene edit undo experience.
[0132] In summary, when the first operation state of the game scene is the pre-editing operation state, the operation state of the game scene can be cancelled. When the first operation state of the game scene is the editing confirmation operation state, the operation state of the game scene can also be cancelled. In the case where an edit cancellation operation is used to cancel an operation state of the game scene, the edit cancellation logic of the operation state of the game scene can be summarized as follows: Figure 6When the first operation state of the game scene is the pre-editing operation state in the target pre-editing stage, if there is a pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, it can be revoked to the previous pre-editing operation state adjacent to the first operation state; if there is no pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, but there is an editing confirmation operation state that is formed earlier than the first operation state, it can be revoked to the editing confirmation operation state formed by all editing operations in the previous pre-editing stage of the target pre-editing stage; if there is no pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, and there is no editing confirmation operation state that is formed earlier than the first operation state, it can be revoked to the initial operation state of the game scene. When the first operation state of the game scene is the edit confirmation operation state, in the first edit undo mode, if there is an edit confirmation operation state formed earlier than the first operation state, it can be undone to the previous edit confirmation operation state adjacent to the first operation state, and if there is no edit confirmation operation state formed earlier than the first operation state, it can be undone to the initial operation state of the game scene; in the second edit undo mode, it can be undone to the pre-edit operation state formed earlier than the first operation state. In other words, the edit undo operation of the game scene is not limited to the type of operation state of the game scene. When there is an edit undo demand, it can be undone to the previous operation state, providing a convenient game scene editing experience, and this is conducive to timely undoing the operation state formed by the erroneous editing operation after performing an erroneous editing operation during the editing process of the game scene, not limited to the type of operation state of the game scene.
[0133] It is easy to imagine that when an edit undo operation is used to undo an operation state of a game scene, if there is no limit on the number of edit undo operations and the edit undo operations are performed on the game scene continuously, then the game scene can be continuously rolled back to display the previous operation state, and can even be rolled back to the initial operation state of the game scene. Figure 7 yes Figure 2 The construction gameplay process shown is a continuous edit undo operation process when the edit undo method of the edit confirmation operation state is the first edit undo method. After the pre-edit operation state is undone to the most recent edit confirmation operation state, it can be directly undone to the previous edit confirmation operation state, and can even be continuously undone to the initial operation state of the game scene. The edit undo efficiency of the operation state is high, but the pre-edit operation state between two adjacent edit confirmation operation states is not reachable through the edit undo operation. Figure 8 yes Figure 2The construction gameplay process shown is a continuous edit undo operation process when the edit undo method in the edit confirmation operation state is the second edit undo method. After the pre-edit operation state is undo to the most recent edit confirmation operation state, Figure 7 The difference is that the pre-editing operation state between two adjacent editing confirmation operation states can be reached through the editing undo operation, and the editing undo of the operation state is more refined, which can effectively reduce the game scene editing loss caused by the game player's erroneous editing operations.
[0134] In addition, the above step S302 introduces a situation where an edit undo operation is used to undo an operation state of a game scene. In the actual editing scene of the game scene, it is also possible to support configuring an edit undo operation to undo the number of operation states of the game scene. Specifically, Fig. 9 As shown, the undo configuration interface 11 can be displayed, and the operation step length of the edit undo operation can be configured in the undo configuration interface 11. The operation step length of the edit undo operation can refer to the number of operation states that can be undone by one edit undo operation; in this case, the second operation state can be formed before the first operation state, and the number of operation states that differ between the second operation state and the first operation state is the number of operation states indicated by the configured operation step length. For example, the configured operation step length of the edit undo operation is 2, that is, one edit undo operation can be used to undo two operation states of the game scene. When the first operation state is Figure 1c In the third pre-editing operation state in the third pre-editing stage shown, after performing an edit undo operation, the two pre-editing operation states formed by the editing operations of rotating the chair and moving the chair can be directly undone, and the display can be rolled back to the first pre-editing operation state of the third pre-editing stage. In this way, when the operation step of the edit undo operation is configured to a larger value, the edit undo efficiency of the game scene can be greatly improved. When the number of operation states between the operation state formed by the erroneous editing operation and the current operation state is large, configuring a higher operation step of the edit undo operation is conducive to quickly undoing the operation state formed by the erroneous editing operation. In addition, game players can configure the appropriate operation step of the edit undo operation according to their own game scene editing habits. The edit undo operation of the game scene is more compatible with the game players, which can enhance the game scene edit undo experience of the game players.
[0135] In addition to being able to configure the operation step length of the edit undo operation, you can also support configuring the number of operation states that can be undone. Specifically, Fig.10As shown, an undo configuration interface 11 may be displayed, and an operation state undo threshold may be configured in the undo configuration interface, and the operation state undo threshold may be used to indicate the number of operation states that support undo. The operation state undo threshold may include at least one of the following: a pre-editing operation state undo threshold, an edit confirmation operation state undo threshold, and a combined operation state undo threshold; the pre-editing operation state undo threshold may be used to indicate the number of pre-editing operation states that support undo, the edit confirmation operation state undo threshold may be used to indicate the number of edit confirmation operation states that support undo, and the combined operation state undo threshold may be used to indicate the total number of pre-editing operation states and edit confirmation operation states that support undo; Fig.10 The configuration of the operation state revocation threshold including the pre-editing operation state revocation threshold, the editing confirmation operation state revocation threshold and the combined operation state revocation threshold is used as an example for illustration. On this basis, when the number of revoked operation states does not exceed the operation state revocation threshold, the edit revocation operation can be performed on the game scene. For example, when performing the edit revocation operation on the game scene refers to the triggering operation of the edit revocation control, when the number of revoked operation states does not exceed the operation state revocation threshold, the edit revocation control is in an available state, and the edit revocation operation on the game scene can be performed by triggering the edit revocation control; when the number of revoked operation states exceeds the operation state revocation threshold, the edit revocation operation cannot be performed on the game scene. For example, when performing the edit revocation operation on the game scene refers to the triggering operation of the edit revocation control, when the number of revoked operation states exceeds the operation state revocation threshold, the edit revocation control is in an unavailable state, and the edit revocation operation on the game scene cannot be performed by triggering the edit revocation control. It is understandable that the game scene can realize the revocation of operation status because the operation status before the current operation status is recorded and saved. The more historical operation statuses are recorded and saved, the more operation statuses that can be undone, but the data storage burden that comes with it will also increase. Therefore, a function of configuring the operation status revocation threshold is provided so that game players can configure a suitable operation status revocation threshold based on the storage performance of their own terminals. Within the tolerable data storage pressure range, it supports the revocation of as many operation states as possible, which is conducive to improving the editing tolerance of the game scene.
[0136] In addition to the above step S302, which can be used to roll back to the initial operation state of the game scene by continuously executing the edit undo operation, it can also support the quick rollback to the initial operation state of the game scene through the quick undo operation. Specifically, in response to the reset undo operation of the game scene, the initial operation state of the game scene can be rolled back and displayed in the scene editing interface; similar to the edit undo operation, the embodiment of the present application does not limit the execution method of the reset undo operation, and the reset undo operation performed on the game scene may include but is not limited to any one or more of the following: ① The scene editing interface may include a reset undo control, and the reset undo operation performed on the game scene may refer to a triggering operation of the reset undo control (for example, a single click to reset the undo control, two clicks to reset the undo control, long press to reset the undo control, etc.). ② The terminal may include a hardware input device (such as a keyboard), and the input device may include a reset undo shortcut key, and the reset undo operation performed on the game scene may refer to a triggering operation of the reset undo shortcut key. ③ The reset and undo operation performed on the game scene may refer to inputting a reset and undo gesture in the scene editing interface (for example, the reset and undo gesture may be drawing the English letter "R" in the scene editing interface); and the reset and undo gesture is different from the edit and undo gesture, which is conducive to distinguishing different undo operations through different undo gestures; the reset and undo gesture may also support game players' custom settings, that is, game players may set a simple reset and undo gesture that is easy for them to remember, so that game players can quickly input the reset and undo gesture in the scene editing interface and then perform the reset and undo operation on the game scene. The reset and undo gesture is highly consistent with the game players' usage habits, thereby enhancing the game players' experience of resetting and undoing during the editing process of the game scene. Fig.12 Taking the reset undo operation performed on the game scene as a triggering operation of the reset undo control as an example, the scene editing interface 10 may include a reset undo control 104, and the first operation state may be the above Figure 1c In the third pre-editing operation state in the third pre-editing stage, if the reset undo control 104 is triggered, the initial operation state of the game scene can be rolled back in the scene editing interface 10. In this way, when the game player needs to roll back to the initial operation state of the game scene for re-editing, there is no need to perform multiple edit undo operations to undo to the initial operation state, and the initial operation state can be quickly undoed through the reset undo operation, thereby improving the editing convenience of the game scene.
[0137] In the embodiment of the present application, it is not limited to the type of the current operation state. The current operation state is a pre-editing operation state or an editing confirmation operation state, and it can support undoing the previous operation state, so that the erroneous editing operations in the editing process of the game scene can be undone, thereby improving the editing tolerance of the game scene and the editing convenience of the game scene.
[0138] The present application embodiment provides a game processing method, which mainly introduces a second operation state of rolling back the display after the custom selection response edit undo operation. The game processing method can be executed by a computer device, which can be, for example, a terminal running a game client including a construction gameplay. Fig.12 As shown, the game processing method may include but is not limited to the following steps S1201-S1204:
[0139] S1201, displaying a scene editing interface, where the scene editing interface is used to perform editing operations on the game scene. The scene editing interface displays a first operation state of the game scene. The game scene includes a plurality of operation states formed sequentially, where the latter of two adjacent operation states is formed by performing one or more editing operations on the basis of the former operation state.
[0140] In the embodiment of the present application, the execution process of step S1201 is the same as that of the above Figure 3 The execution process of step S301 in the embodiment shown is the same, and the details can be referred to above. Figure 3 The relevant description of step S301 in the illustrated embodiment will not be repeated here.
[0141] In the above Figure 3 In the illustrated embodiment, one or more operation states of the game scene can be undone through one edit-undo operation. The number of operation states that can be undone is related to the configured operation step length of the edit-undo operation. When the operation step length of the edit-undo operation is configured to a larger value, a larger number of operation states can be undone through one edit-undo operation. When the operation step length of the edit-undo operation is configured to a smaller value, a smaller number of operation states can be undone through one edit-undo operation. It can be seen that Figure 3 The edit undo process shown can be understood as an edit undo process in the reverse order of the execution order of the edit operations. Figure 3 The reverse order editing and undoing process provided by the illustrated embodiment can achieve a better editing and undoing effect for the editing and undoing scenario where one or more operation states adjacent to the current operation state need to be undone. Figure 3The embodiment shown may need to perform multiple edit undo operations in a consecutive manner to undo to the operation state that needs to be undone, and the edit undo efficiency is not high. Based on this, the embodiment of the present application proposes a custom edit undo process, that is, game players can customize the operation state that needs to be undone, thereby improving the edit undo efficiency of the game scene. For details, please refer to the specific description of steps S1202-step 1204 in the embodiment of the present application.
[0142] S1202: In response to an edit undo operation on a game scene, an operation status list is displayed, wherein the operation status list includes an operation status that supports rollback display.
[0143] In response to an edit undo operation on a game scene, an operation status list may be displayed, and the operation status list may include an operation status that supports rollback display.
[0144] In more detail, when the first operation state is a pre-editing operation state formed in the target pre-editing stage, the operation state in the operation state list may include at least one of the following: ① a pre-editing operation state in the target pre-editing stage formed earlier than the first operation state (when there is a pre-editing operation state in the target pre-editing stage formed earlier than the first operation state); ② an editing confirmation operation state formed by all editing operations in each pre-editing stage earlier than the target pre-editing stage (when there is an editing confirmation operation state formed earlier than the first operation state); ③ a pre-editing operation state formed by editing operations in each pre-editing stage earlier than the target pre-editing stage (when the editing undo mode is the second editing undo mode, that is, when the editing confirmation operation state supports undoing the pre-editing operation state before it is reached).
[0145] When the first operation state is an editing confirmation operation state formed by all editing operations in the target pre-editing stage, the operation states in the operation state list may include at least one of the following: ① an editing confirmation operation state formed by all editing operations in each pre-editing stage with an editing time earlier than the target pre-editing stage (when there is an editing confirmation operation state with a formation time earlier than the first operation state); ② a pre-editing operation state formed by editing operations in the target pre-editing stage (when the editing undo method is the second editing undo method, that is, when the editing confirmation operation state supports undoing the pre-editing operation state before it is reached); ③ a pre-editing operation state formed by editing operations in each pre-editing stage with an editing time earlier than the target pre-editing stage (when the editing undo method is the second editing undo method, that is, when the editing confirmation operation state supports undoing the pre-editing operation state before it is reached).
[0146] It should be noted that if the operation state revocation threshold is configured, the number of operation states in the operation state list needs to be less than or equal to the operation state revocation threshold. For example, if the pre-editing operation state revocation threshold is configured, the number of pre-editing operation states in the operation state list needs to be less than or equal to the pre-editing operation state revocation threshold; if the editing confirmation operation state revocation threshold is configured, the number of editing confirmation operation states in the operation state list needs to be less than or equal to the editing confirmation operation state revocation threshold; if the combined operation state revocation threshold is configured, the sum of the number of pre-editing operation states and the number of editing confirmation operation states in the operation state list needs to be less than or equal to the combined operation state revocation threshold.
[0147] S1203: Perform a state selection operation on the operation state in the operation state list.
[0148] S1204, displaying the second operation state selected by the state selection operation.
[0149] In step S1203-step S1204, a state selection operation may be performed on the operation state in the operation state list to display the second operation state selected by the state selection operation, that is, the second operation state is the operation state selected in the operation state list that needs to be undone.
[0150] like Fig.13a As shown, the first operation state displayed in the scene editing interface 10 may be the above Figure 1c In the third pre-editing operation state in the third pre-editing stage shown, if the edit undo control 103 in the scene editing interface 10 is triggered, an operation state list 105 can be displayed. The operation states in the operation state list 105 may include the first pre-editing operation state and the second pre-editing operation state formed earlier than the third pre-editing operation state in the third pre-editing stage, and may also include the first edit confirmation operation state and the second edit confirmation operation state formed earlier than the third pre-editing operation state in the third pre-editing stage, and may also include the initial operation state of the game scene; and the operation state list may also include the editing operation that forms the operation state, which is conducive to the game player to identify different operation states and realize more accurate game scene editing undo. Thus, the game player can select the operation state that needs to be undone in the operation state list 105. It can be seen that the game player can undone the pre-editing operation state formed earlier than the third pre-editing operation state in the third pre-editing stage, and the edit confirmation operation state before the third pre-editing operation state in the third pre-editing stage.
[0151] like Fig.13b As shown, the first operation state displayed in the scene editing interface 10 may be the above Figure 1cIn the third pre-editing operation state in the third pre-editing stage shown, if the edit undo control 103 in the scene editing interface 10 is triggered, an operation state list 105 can be displayed, and the operation state in the operation state list 105 can include the first pre-editing operation state and the second pre-editing operation state in the third pre-editing stage, which are formed earlier than the third pre-editing operation state, and can also include the first edit confirmation operation state and the second edit confirmation operation state, which are formed earlier than the third pre-editing operation state in the third pre-editing stage, and can also include the initial operation state of the game scene, and can also include the pre-editing operation state in the first pre-editing stage and the second pre-editing stage before the third pre-editing stage; and the operation state list can also include the editing operation that forms the operation state, which is conducive to the game player to identify different operation states and realize more accurate game scene editing undo. The game player can select the operation state to be undone in the operation state list 105. It can be seen that the game player can undone all operation states (not limited to the edit confirmation operation state) before reaching the third pre-editing operation state in the third pre-editing stage.
[0152] From the above steps S1201 to S1204, it can be seen that after the game player performs the edit undo operation, a list of operation states that can be undone can be output to the game player, and the game player can customize the operation state that needs to be undone in the list, which improves the game player's game scene edit undo efficiency and improves the game player's game scene editing convenience. Figure 3 The reverse editing undo process provided in the illustrated embodiment can be combined with each other. For example, when the game player selects the operation state to be undone in the operation state list, the operation state to be undone can be used as the current operation state to continue the reverse editing undo process. For another example, when the game player undoes an operation state by executing the reverse editing undo process, the operation state to be undone can be used as the current operation state to continue the custom editing undo process. This can greatly improve the convenience of editing undo for game players and enhance the game scene editing experience of game players.
[0153] Furthermore, the editing operation performed on the game scene is essentially the editing operation performed on the game objects in the game scene. In order to achieve more refined game scene editing and undoing, for the game objects in the game scene, the game objects can be selected, and the editing and undoing of the operation state can be performed on the selected game objects. Specifically, the undo object selection operation can be performed. An exemplary undo object selection operation is as follows: Fig.14As shown, the scene editing interface may include an undo object selection control 106. If the undo object selection control 106 is triggered, a game object list 107 may be displayed. The game object list 107 may include game objects that support rollback display. The undo object selection operation may be performed on the game object list 107, and the selected game object may be highlighted (for example, with a bold border, a highlighted border, etc.). Then, in response to the edit undo operation on the game scene, a second operation state of the target game object selected by the undo object selection operation may be rolled back and displayed in the scene editing interface. The second operation state refers to any operation state formed before the first operation state of the target game object. The advantage of selecting a game object for editing and undoing can be reflected through the following example: if in the editing process of the game scene, the editing operation is performed on game object A first, and then the editing operation is performed on game object B, then for the reverse editing and undo process, the editing operation performed on game object B must be undone before the editing operation on game object A can be undone. If the game player wants to keep the editing operation performed on game object B and only wants to undo the editing operation performed on game object A, the reverse editing and undo process cannot be implemented. After providing the undo object selection function, the game player can select game object A and only perform the editing and undo process for game object A. This can achieve more sophisticated editing and undoing, which can greatly improve the convenience of editing and undoing for game players and enhance the game scene editing experience of game players. It should be noted that the editing and undoing process for the selected game object can also include any one or more editing and undoing in the reverse editing and undoing process or the custom editing and undoing process.
[0154] In addition to supporting the undo operation of the game scene, it is also possible to support the restoration of the undone operation state. Specifically, in response to the undo operation of the game scene, the undo operation state of the game scene can be restored in the game editing interface. Similar to the undo operation, the undo operation of the game scene can include any of the following: ① The scene editing interface can include an edit restoration control (for example, Fig.14② The terminal may include a hardware input device (such as a keyboard), and the input device may include an edit recovery shortcut key. The edit recovery operation performed on the game scene may refer to a triggering operation on the edit recovery shortcut key. ③ The edit recovery operation performed on the game scene may refer to inputting an edit recovery gesture in the scene editing interface (for example, the edit recovery gesture may be drawing the English letter "H" in the scene editing interface); and the edit recovery gesture, the reset undo gesture and the edit undo gesture are different, which is conducive to distinguishing different undo operations through different undo gestures; the edit recovery gesture may also support game players' custom settings, that is, game players may set up their own easy-to-remember, simple edit recovery gestures, so that game players can quickly input the edit recovery gesture in the scene editing interface, and then perform the edit recovery operation on the game scene. The edit recovery gesture is highly consistent with the game players' usage habits, and improves the game players' experience of restoring the undo operation state during the editing process of the game scene. It should be noted that, similar to the edit undo process, the edit recovery operation can be used to trigger the restoration of the undo operation state. One edit recovery operation can be used to restore one or more undone operation states, and the number of restored operation states is related to the operation step length of the configured edit recovery operation; or, the operation state to be restored can be customized. In addition, in addition to being able to configure the operation step of the edit recovery operation, it can also support the configuration of the operation state recovery threshold. The configured operation state recovery threshold may include at least one of the following: a pre-editing operation state recovery threshold, an edit confirmation operation state recovery threshold, and a combined operation state recovery threshold; the pre-editing operation state recovery threshold can be used to indicate the number of pre-editing operation states that support recovery, the edit confirmation operation state recovery threshold can be used to indicate the number of edit confirmation operation states that support recovery, and the combined operation state recovery threshold can be used to indicate the total number of pre-editing operation states and edit confirmation operation states that support recovery.
[0155] In the embodiment of the present application, the game player can customize the operation state that needs to be undone, which improves the game player's efficiency in editing and undoing the game scene and improves the game player's convenience in editing the game scene.
[0156] The following is an introduction to the technical implementation of the game processing method provided in the embodiment of the present application.
[0157] 1. Technical principles of the operation status undo and restore functions:
[0158] The embodiment of the present application can use a dual stack (undo stack and redo stack) to implement the undo and restore logic of the operation state. A stack can also be called a stack, which is a linear list with limited operations; a linear list that is limited to insertion and deletion operations only at the end of the table, this end is called the top of the stack, and relatively, the other end is called the bottom of the stack; inserting a new element into a stack is also called pushing, pushing or pushing, which is to put the new element on top of the top element of the stack to make it the new top element; deleting an element from a stack is also called popping or popping, which is to delete the top element of the stack so that its adjacent element becomes the new top element of the stack. Fig.15 As shown, a double stack (undo stack and redo stack) is used to implement the undo and restore logic of the operation state, as described below:
[0159] (1) When performing an editing operation on a game scene, the operation state formed before the current editing operation is placed in the undo stack; and the restore stack is cleared.
[0160] (2) When performing an edit undo operation on a game scene, the operation state formed by the current edit operation is put into the recovery stack, and then the operation state in the undo stack is popped, and the operation state popped from the undo stack replaces the operation state formed by the current edit operation;
[0161] (3) When performing an edit recovery operation on a game scene, the current operation state is put into the undo stack, and then the operation state in the recovery stack is popped off, and the operation state popped off the recovery stack replaces the current operation state.
[0162] It should be noted that if the operation state revocation threshold and the operation state recovery threshold are configured, the capacity of the revocation stack can be set based on the operation state revocation threshold, and the capacity of the recovery stack can be set based on the operation state recovery threshold.
[0163] 2. Class diagram relationship of the main classes of operation status undo and restore functions:
[0164] like Fig.16 As shown, the class diagram relationship of the main classes of the operation status undo and restore functions can be seen in the following description:
[0165] (1) Performing editing operations on the game scene is actually performing editing operations on the game objects in the game scene. Restoring a certain past operation state of the game scene is to restore a certain past operation state of the game objects in the game scene. In order to restore a certain past operation state of the game objects in the game scene, it is necessary to save some attribute information of the game object's state at that time, such as position information (pos), rotation angle information (rotation), and scale information (scale), etc.; the operation state of the game object can be restored by using a snapshot of the operation state of the game object, which can be abstracted as a FurnitureSnapShot class (object snapshot class) to represent a snapshot of the operation state of the game object. By obtaining a snapshot of the historical operation state of the game object, the historical operation state of the game object can be restored.
[0166] (2) The FurnitureUndoCmd class (object undo command class) is a base class. All undo commands need to inherit this class and implement the Undo method (undo method). This method will be called to perform edit undo operations or edit restore operations. Common subclass operations usually include game object placement, game object removal, game object movement, etc. Each subclass usually contains a snapshot of the game object saved to restore the past operation state. Since the embodiments of the present application can perform batch editing operations on game objects, the snapshots of the game objects are usually a list.
[0167] (3) The UndoFurniturePut class (game object placement class), UndoFurnitureRemove class (game object removal class) and UndoFurnitureMove class (game object movement class) correspond to the edit confirmation operation states of placement, removal and movement respectively. With the UndoFurniturePut class, the snapshot list can include all newly added game objects, and the undo operation (edit undo operation) can remove all these game objects.
[0168] The UndoFurnitureEdit class (game object editing class) corresponds to the undo of editing operations in the pre-editing stage. The snapshot list can include a collection of snapshots of all game objects in the last editing operation. The undo operation replaces the current pre-editing operation state with the previous pre-editing operation state.
[0169] The subclass will also include other operations for some game objects, such as ground editing (UndoGroundPut class), pool editing (UndoWaterPut class), etc. These operations can be undone and restored.
[0170] (4) The FurnitureUndoManager class (game object management class) is designed mainly to manage the edit undo function and edit restore function.
[0171] undoList (edit confirmation undo list), redoList (edit confirmation restore list), undoEditList (pre-edit undo list), redoEditList (pre-edit restore list): These lists can be used to store objects of the FurnitureUndoCmd class. When a game player performs an edit operation (such as placing, removing, or moving a game object), the undone version of the operation state formed by the edit operation can be added to the undo list. When the game player undoes the edit operation, the redo version of the operation state formed by the edit operation can be added to the restore list. When the game player restores the edit operation, the undone version of the operation state formed by the edit operation will be added to the undo list again. Among them, undoList and redoList correspond to the undo and restore lists of the edit confirmation operation state, respectively, and undoEditList and redoEditList correspond to the undo and restore lists of the pre-edit state, respectively.
[0172] Undo (edit undo method in edit confirmation operation state), Redo (edit redo method in edit confirmation operation state), UndoEdit (edit undo method in pre-edit operation state), and RedoEdit (edit redo method in pre-edit operation state): These methods are used to undo or redo operations. When Undo is called, it gets the last command list from undoList and executes the Undo method for each command in the list. When Redo is called, it gets the last command list from RedoList and executes the Undo method for each command in the list.
[0173] Add (add method) and AddEditUndo (add undo method): These two methods are used when the game player performs editing operations on the game object. These two methods can add the current editing command to the undoList and clear the redoList at the same time.
[0174] CanUndo (undo edit confirmation check method) and CanRedo (restore edit confirmation check method): These methods can check whether the undo operation or redo operation can be performed.
[0175] ClearEdit (clear pre-editing method) and Clear (clear edit confirmation method): These methods can be used to clear the list.
[0176] The method of the embodiment of the present application is described in detail above. In order to facilitate better implementation of the above scheme of the embodiment of the present application, the device of the embodiment of the present application is provided below accordingly.
[0177] See also Fig.17 , Fig.17 It is a structural diagram of a game processing device provided in an embodiment of the present application. The game processing device can be set in a computer device provided in an embodiment of the present application. The computer device can be a terminal running a game client including a construction gameplay. Fig.17 The game processing device shown may be a computer program (including program code) running in a computer device, and the game processing device may be used to execute Figure 3 or Fig.12 Some or all of the steps in the method embodiment shown. Fig.11 , the game processing device may include the following units:
[0178] Display unit 1701, used to display a scene editing interface, the scene editing interface is used to perform editing operations on the game scene, and the scene editing interface displays a first operation state of the game scene; the game scene includes multiple operation states formed in sequence, and in two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state;
[0179] The display unit 1701 is also used to respond to an edit undo operation on the game scene and roll back and display a second operation state of the game scene in the scene editing interface; the second operation state refers to any operation state formed before the first operation state.
[0180] In one implementation, when the editing process of the game scene is in the pre-editing stage, the operation state of the game scene is the pre-editing operation state; in the pre-editing stage, one editing operation forms one pre-editing operation state, and of two adjacent pre-editing operation states, the latter pre-editing operation state is formed by performing an editing operation on the basis of the former pre-editing operation state;
[0181] When the editing process of the game scene is in the editing confirmation stage, the operation state of the game scene is the editing confirmation operation state; all editing operations in the pre-editing stage together form an editing confirmation operation state, and of two adjacent editing confirmation operation states, the latter editing confirmation operation state is formed by executing all editing operations in the pre-editing stage on the basis of the previous editing confirmation operation state and then performing editing confirmation; the pre-editing stage includes one or more editing operations.
[0182] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage;
[0183] If there is a pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous pre-editing operation state adjacent to the first operation state in the target pre-editing stage.
[0184] In one implementation, the editing operation in the target pre-editing stage includes an object selection operation on the game object and an attribute editing operation on the selected game object, the object selection operation forms an object selection operation state, and the attribute editing operation forms an attribute editing operation state; the first operation state is an attribute editing operation state formed in the target pre-editing stage;
[0185] If there is an attribute editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous attribute editing operation state adjacent to the first operation state in the target pre-editing stage;
[0186] If there is no attribute editing operation state formed earlier than the first operation state in the target pre-editing stage, the second operation state refers to the object selection operation state in the target pre-editing stage.
[0187] In one implementation, if there is no pre-editing operation state in the target pre-editing stage whose formation time is earlier than the first operation state, but there is an editing confirmation operation state whose formation time is earlier than the first operation state, then the second operation state refers to the editing confirmation operation state formed by all editing operations in the reference pre-editing stage, and the reference pre-editing stage is the previous pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0188] In one implementation, if there is no pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, and there is no editing confirmation operation state that is formed earlier than the first operation state, then the second operation state refers to the initial operation state of the game scene.
[0189] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in an edit confirmation stage, and the first operation state is an edit confirmation operation state;
[0190] If there is an edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the previous edit confirmation operation state adjacent to the first operation state;
[0191] If there is no edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the initial operation state of the game scene.
[0192] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in the edit confirmation stage, and the first operation state is an edit confirmation operation state formed by all the edit operations in the target pre-editing stage;
[0193] The second operation state refers to a pre-editing operation state in which the target pre-editing stage forms the last one.
[0194] In one implementation, the display unit 1701 is used to respond to the edit cancellation operation on the game scene, and when rolling back the second operation state of the game scene in the scene editing interface, specifically to perform the following steps:
[0195] In response to an edit undo operation on a game scene, an operation status list is displayed, wherein the operation status list includes an operation status that supports rollback display;
[0196] Performing a state selection operation on the operation state in the operation state list;
[0197] The second operation state selected by the state selection operation is displayed.
[0198] In one implementation, the editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage;
[0199] The operation status in the operation status list includes at least one of the following:
[0200] a pre-editing operation state formed earlier than the first operation state in the target pre-editing stage;
[0201] An edit confirmation operation state formed by all edit operations in each pre-editing stage whose editing time is earlier than the target pre-editing stage;
[0202] The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0203] In one implementation, the editing process of the game scene is in the editing confirmation stage, and the first operation state is the editing confirmation operation state formed by all editing operations in the target pre-editing stage;
[0204] The operation status in the operation list includes at least one of the following:
[0205] An edit confirmation operation state formed by all edit operations in each pre-editing stage whose editing time is earlier than the target pre-editing stage;
[0206] The pre-editing operation state formed by the editing operation in the target pre-editing stage;
[0207] The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0208] In one implementation, the scene editing interface is used to perform editing operations on game objects in the game scene, so as to perform editing operations on the game scene; the game scene includes multiple game objects; the game processing device also includes a processing unit 1702, and the processing unit 1702 is used to perform the following steps:
[0209] Execute the undo object selection operation;
[0210] The display unit 1701 is used to respond to the edit cancellation operation on the game scene, and when the second operation state of the game scene is rolled back and displayed in the scene editing interface, specifically to perform the following steps:
[0211] In response to an edit undo operation on a game scene, a second operation state of the target game object selected by the undo object selection operation is rolled back and displayed in the scene editing interface, where the second operation state refers to any operation state of the target game object formed before the first operation state of the target game object.
[0212] In one implementation, the display unit 1701 is further configured to perform the following steps:
[0213] In response to the reset and undo operation on the game scene, the initial operation state of the game scene is rolled back and displayed in the scene editing interface.
[0214] In one implementation, the display unit 1701 is further configured to perform the following steps:
[0215] Display the undo configuration interface, and configure the operation step length of the edit undo operation in the undo configuration interface. The operation step length of the edit undo operation refers to the number of operation states that can be undone in one edit undo operation;
[0216] The second operating state is formed before the first operating state, and the number of operating states that the second operating state differs from the first operating state is the number of operating states indicated by the configured operating step.
[0217] In one implementation, the operating state of the game scene includes at least one of the following:
[0218] A pre-editing operation state formed by the editing operation in the pre-editing stage;
[0219] The edit confirmation operation state formed by all the edit operations in the pre-editing stage;
[0220] The display unit 1701 is further configured to perform the following steps:
[0221] Display the revocation configuration interface, and configure the operation status revocation threshold in the revocation configuration interface;
[0222] The operation state revocation threshold includes at least one of the following: a pre-editing operation state revocation threshold, an editing confirmation operation state revocation threshold, and a combined operation state revocation threshold;
[0223] The pre-editing operation state revocation threshold is used to indicate the number of pre-editing operation states that support revocation, the editing confirmation operation state revocation threshold is used to indicate the number of editing confirmation operation states that support revocation, and the combined operation state revocation threshold is used to indicate the total number of pre-editing operation states and editing confirmation operation states that support revocation.
[0224] In one implementation, the display unit 1701 is further configured to perform the following steps:
[0225] In response to the editing and restoring operation on the game scene, the revoked operation state of the game scene is restored and displayed in the scene editing interface.
[0226] According to another embodiment of the present application, Fig.17 The various units in the game processing device shown can be respectively or all merged into one or several other units to constitute, or some of the units (some) can also be split into multiple smaller units in function to constitute, which can achieve the same operation without affecting the realization of the technical effects of the embodiments of the present application. The above-mentioned units are divided based on logical functions. In practical applications, the function of a unit can also be realized by multiple units, or the function of multiple units can be realized by one unit. In other embodiments of the present application, the game processing device can also include other units. In practical applications, these functions can also be assisted by other units to achieve, and can be achieved by the collaboration of multiple units.
[0227] According to another embodiment of the present application, the program can be executed by running on a general computing device such as a computer including a central processing unit (CPU), a random access memory medium (RAM), a read-only memory medium (ROM), and other processing elements and storage elements. Figure 3 or Fig.12 A computer program (including program code) for each step involved in part or all of the method shown in the figure is used to construct a computer program (including program code) for each step involved in part or all of the method shown in the figure. Fig.17 The game processing device shown in the embodiment of the present application is used to implement the game processing method of the embodiment of the present application. The computer program can be recorded on a computer-readable storage medium, for example, and loaded into the above-mentioned computing device through the computer-readable storage medium and run therein.
[0228] In an embodiment of the present application, in the process of editing a game scene, multiple operation states of the game scene can be sequentially formed, and in two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state; a first operation state of the game scene is displayed in the scene editing interface, and in response to an edit undo operation, the second operation state of the game scene can be rolled back and displayed in the scene editing interface, and the second operation state refers to any operation state formed before the first operation state. In other words, the embodiment of the present application can support the undoing of editing operations in the editing process of the game scene, which is conducive to the undoing of erroneous editing operations in the editing process of the game scene, thereby improving the editing fault tolerance of the game scene and improving the editing convenience of the game scene.
[0229] Based on the above method and device embodiments, the present application embodiment provides a computer device, which may be a terminal running a game client including a construction gameplay. Fig.18 , Fig.18 It is a structural diagram of a computer device provided in an embodiment of the present application. Fig.18 The computer device shown includes at least a processor 1801, an input interface 1802, an output interface 1803, and a computer-readable storage medium 1804. The processor 1801, the input interface 1802, the output interface 1803, and the computer-readable storage medium 1804 may be connected via a bus or other means.
[0230] The computer-readable storage medium 1804 may be stored in a memory of a computer device. The computer-readable storage medium 1804 is used to store a computer program. The computer program includes computer instructions. The processor 1801 is used to execute the program instructions stored in the computer-readable storage medium 1804. The processor 1801 (or CPU (Central Processing Unit)) is the computing core and control core of the computer device, which is suitable for implementing one or more computer instructions, and is specifically suitable for loading and executing one or more computer instructions to implement a corresponding method flow or a corresponding function.
[0231] The embodiment of the present application also provides a computer-readable storage medium (Memory), which is a memory device in a computer device for storing programs and data. It is understandable that the computer-readable storage medium here can include both built-in storage media in the computer device and, of course, extended storage media supported by the computer device. The computer-readable storage medium provides a storage space that stores the operating system of the computer device. In addition, one or more computer instructions suitable for being loaded and executed by the processor are also stored in the storage space. These computer instructions can be one or more computer programs (including program codes). It should be noted that the computer-readable storage medium here can be a high-speed RAM memory, or a non-volatile memory (Non-VolatileMemory), such as at least one disk storage; optionally, it can also be at least one computer-readable storage medium located away from the aforementioned processor.
[0232] In some embodiments, the processor 1801 may load and execute one or more computer instructions stored in the computer-readable storage medium 1804 to implement the above-mentioned Figure 3 or Fig.12 In a specific implementation, the computer instructions in the computer-readable storage medium 1804 are loaded by the processor 1801 and execute the following steps:
[0233] Displaying a scene editing interface, the scene editing interface is used to perform editing operations on the game scene, and the scene editing interface displays a first operation state of the game scene; the game scene includes multiple operation states formed in sequence, and in two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state;
[0234] In response to an edit undo operation on the game scene, a second operation state of the game scene is rolled back and displayed in the scene editing interface; the second operation state refers to any operation state formed before the first operation state.
[0235] In one implementation, when the editing process of the game scene is in the pre-editing stage, the operation state of the game scene is the pre-editing operation state; in the pre-editing stage, one editing operation forms one pre-editing operation state, and of two adjacent pre-editing operation states, the latter pre-editing operation state is formed by performing an editing operation on the basis of the former pre-editing operation state;
[0236] When the editing process of the game scene is in the editing confirmation stage, the operation state of the game scene is the editing confirmation operation state; all editing operations in the pre-editing stage together form an editing confirmation operation state, and of two adjacent editing confirmation operation states, the latter editing confirmation operation state is formed by executing all editing operations in the pre-editing stage on the basis of the previous editing confirmation operation state and then performing editing confirmation; the pre-editing stage includes one or more editing operations.
[0237] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage;
[0238] If there is a pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous pre-editing operation state adjacent to the first operation state in the target pre-editing stage.
[0239] In one implementation, the editing operation in the target pre-editing stage includes an object selection operation on the game object and an attribute editing operation on the selected game object, the object selection operation forms an object selection operation state, and the attribute editing operation forms an attribute editing operation state; the first operation state is an attribute editing operation state formed in the target pre-editing stage;
[0240] If there is an attribute editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous attribute editing operation state adjacent to the first operation state in the target pre-editing stage;
[0241] If there is no attribute editing operation state formed earlier than the first operation state in the target pre-editing stage, the second operation state refers to the object selection operation state in the target pre-editing stage.
[0242] In one implementation, if there is no pre-editing operation state in the target pre-editing stage whose formation time is earlier than the first operation state, but there is an editing confirmation operation state whose formation time is earlier than the first operation state, then the second operation state refers to the editing confirmation operation state formed by all editing operations in the reference pre-editing stage, and the reference pre-editing stage is the previous pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0243] In one implementation, if there is no pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, and there is no editing confirmation operation state that is formed earlier than the first operation state, then the second operation state refers to the initial operation state of the game scene.
[0244] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in an edit confirmation stage, and the first operation state is an edit confirmation operation state;
[0245] If there is an edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the previous edit confirmation operation state adjacent to the first operation state;
[0246] If there is no edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the initial operation state of the game scene.
[0247] In one implementation, an edit undo operation is used to undo an operation state of a game scene; the editing process of the game scene is in the edit confirmation stage, and the first operation state is an edit confirmation operation state formed by all the edit operations in the target pre-editing stage;
[0248] The second operation state refers to a pre-editing operation state in which the target pre-editing stage forms the last one.
[0249] In one implementation, the computer instructions in the computer-readable storage medium 1804 are loaded and executed by the processor 1801 in response to the edit undo operation on the game scene, and when the second operation state of the game scene is rolled back and displayed in the scene editing interface, are specifically used to perform the following steps:
[0250] In response to an edit undo operation on a game scene, an operation status list is displayed, wherein the operation status list includes an operation status that supports rollback display;
[0251] Performing a state selection operation on the operation state in the operation state list;
[0252] The second operation state selected by the state selection operation is displayed.
[0253] In one implementation, the editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage;
[0254] The operation status in the operation status list includes at least one of the following:
[0255] a pre-editing operation state formed earlier than the first operation state in the target pre-editing stage;
[0256] An edit confirmation operation state formed by all edit operations in each pre-editing stage whose editing time is earlier than the target pre-editing stage;
[0257] The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0258] In one implementation, the editing process of the game scene is in the editing confirmation stage, and the first operation state is the editing confirmation operation state formed by all editing operations in the target pre-editing stage;
[0259] The operation status in the operation list includes at least one of the following:
[0260] An edit confirmation operation state formed by all edit operations in each pre-editing stage whose editing time is earlier than the target pre-editing stage;
[0261] The pre-editing operation state formed by the editing operation in the target pre-editing stage;
[0262] The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
[0263] In one implementation, the scene editing interface is used to perform editing operations on game objects in the game scene, so as to perform editing operations on the game scene; the game scene includes multiple game objects; the game processing device also includes a processing unit, and the computer instructions in the computer-readable storage medium 1804 are loaded by the processor 1801 and are also used to perform the following steps:
[0264] Execute the undo object selection operation;
[0265] The computer instructions in the computer-readable storage medium 1804 are loaded and executed by the processor 1801 in response to the edit undo operation of the game scene, and when the second operation state of the game scene is rolled back and displayed in the scene editing interface, are specifically used to perform the following steps:
[0266] In response to an edit undo operation on a game scene, a second operation state of the target game object selected by the undo object selection operation is rolled back and displayed in the scene editing interface, where the second operation state refers to any operation state of the target game object formed before the first operation state of the target game object.
[0267] In one implementation, the computer instructions in the computer readable storage medium 1804 are loaded by the processor 1801 and are further used to perform the following steps:
[0268] In response to the reset and undo operation on the game scene, the initial operation state of the game scene is rolled back and displayed in the scene editing interface.
[0269] In one implementation, the computer instructions in the computer readable storage medium 1804 are loaded by the processor 1801 and are further used to perform the following steps:
[0270] Display the undo configuration interface, and configure the operation step length of the edit undo operation in the undo configuration interface. The operation step length of the edit undo operation refers to the number of operation states that can be undone in one edit undo operation;
[0271] The second operating state is formed before the first operating state, and the number of operating states that the second operating state differs from the first operating state is the number of operating states indicated by the configured operating step.
[0272] In one implementation, the operating state of the game scene includes at least one of the following:
[0273] A pre-editing operation state formed by the editing operation in the pre-editing stage;
[0274] The edit confirmation operation state formed by all the edit operations in the pre-editing stage;
[0275] The computer instructions in the computer readable storage medium 1804 are loaded by the processor 1801 and are also used to perform the following steps:
[0276] Display the revocation configuration interface, and configure the operation status revocation threshold in the revocation configuration interface;
[0277] The operation state revocation threshold includes at least one of the following: a pre-editing operation state revocation threshold, an editing confirmation operation state revocation threshold, and a combined operation state revocation threshold;
[0278] The pre-editing operation state revocation threshold is used to indicate the number of pre-editing operation states that support revocation, the editing confirmation operation state revocation threshold is used to indicate the number of editing confirmation operation states that support revocation, and the combined operation state revocation threshold is used to indicate the total number of pre-editing operation states and editing confirmation operation states that support revocation.
[0279] In one implementation, the computer instructions in the computer readable storage medium 1804 are loaded by the processor 1801 and are further used to perform the following steps:
[0280] In response to the editing and restoring operation on the game scene, the revoked operation state of the game scene is restored and displayed in the scene editing interface.
[0281] In an embodiment of the present application, in the process of editing a game scene, multiple operation states of the game scene can be sequentially formed, and in two adjacent operation states, the latter operation state is formed by performing one or more editing operations on the basis of the previous operation state; a first operation state of the game scene is displayed in the scene editing interface, and in response to an edit undo operation, the second operation state of the game scene can be rolled back and displayed in the scene editing interface, and the second operation state refers to any operation state formed before the first operation state. In other words, the embodiment of the present application can support the undoing of editing operations in the editing process of the game scene, which is conducive to the undoing of erroneous editing operations in the editing process of the game scene, thereby improving the editing fault tolerance of the game scene and improving the editing convenience of the game scene.
[0282] According to one aspect of the present application, a computer program product or a computer program is provided, the computer program product or the computer program comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the game processing method provided in the above-mentioned various optional modes.
[0283] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art who is familiar with the present technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. A game processing method, characterized in that: include: Displaying a scene editing interface, wherein the scene editing interface is used to perform editing operations on the game scene, and the scene editing interface displays a first operation state of the game scene; The game scene includes a plurality of operation states formed sequentially, wherein the latter operation state of two adjacent operation states is formed by performing one or more editing operations on the basis of the former operation state; In response to an edit undo operation on the game scene, rolling back and displaying a second operation state of the game scene in the scene editing interface; The second operating state refers to any operating state formed before the first operating state.
2. The method according to claim 1, characterized in that When the editing process of the game scene is in the pre-editing stage, the operation state of the game scene is the pre-editing operation state; in the pre-editing stage, one editing operation forms one pre-editing operation state, and of two adjacent pre-editing operation states, the latter pre-editing operation state is formed by performing an editing operation on the basis of the former pre-editing operation state; When the editing process of the game scene is in the editing confirmation stage, the operation state of the game scene is the editing confirmation operation state; All editing operations in the pre-editing stage together form an editing confirmation operation state. Among two adjacent editing confirmation operation states, the latter editing confirmation operation state is formed by executing all editing operations in the pre-editing stage on the basis of the previous editing confirmation operation state and then performing editing confirmation; the pre-editing stage includes one or more editing operations.
3. The method according to claim 2, characterized in that An edit undo operation is used to undo an operation state of the game scene; the editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage; If there is a pre-editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous pre-editing operation state adjacent to the first operation state in the target pre-editing stage.
4. The method according to claim 3, characterized in that The editing operation in the target pre-editing stage includes an object selection operation on a game object and an attribute editing operation on the selected game object, wherein the object selection operation forms an object selection operation state, and the attribute editing operation forms an attribute editing operation state; The first operation state is an attribute editing operation state formed in the target pre-editing stage; If there is an attribute editing operation state in the target pre-editing stage that is formed earlier than the first operation state, the second operation state refers to the previous attribute editing operation state adjacent to the first operation state in the target pre-editing stage; If there is no attribute editing operation state formed earlier than the first operation state in the target pre-editing stage, the second operation state refers to the object selection operation state in the target pre-editing stage.
5. The method according to claim 3, characterized in that If there is no pre-editing operation state in the target pre-editing stage whose formation time is earlier than the first operation state, but there is an editing confirmation operation state whose formation time is earlier than the first operation state, then the second operation state refers to the editing confirmation operation state formed by all editing operations in the reference pre-editing stage, and the reference pre-editing stage is the previous pre-editing stage whose editing time is earlier than the target pre-editing stage.
6. The method according to claim 3, characterized in that If there is no pre-editing operation state formed earlier than the first operation state in the target pre-editing stage, and there is no editing confirmation operation state formed earlier than the first operation state, then the second operation state refers to the initial operation state of the game scene.
7. The method according to claim 2, characterized in that An edit undo operation is used to undo an operation state of the game scene; the editing process of the game scene is in the edit confirmation stage, and the first operation state is the edit confirmation operation state; If there is an edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the previous edit confirmation operation state adjacent to the first operation state; If there is no edit confirmation operation state formed earlier than the first operation state, the second operation state refers to the initial operation state of the game scene.
8. The method according to claim 2, characterized in that An edit undo operation is used to undo an operation state of the game scene; the editing process of the game scene is in the edit confirmation stage, and the first operation state is the edit confirmation operation state formed by all the editing operations in the target pre-editing stage; The second operation state refers to the pre-editing operation state in which the target pre-editing stage forms the last one.
9. The method according to claim 1, characterized in that In response to the edit undo operation on the game scene, rolling back and displaying the second operation state of the game scene in the scene editing interface includes: In response to an edit undo operation on the game scene, displaying an operation status list, wherein the operation status list includes an operation status that supports rollback display; Performing a state selection operation on the operation state in the operation state list; The second operation state selected by the state selection operation is displayed.
10. The method according to claim 9, characterized in that The editing process of the game scene is in a target pre-editing stage, and the first operation state is a pre-editing operation state formed in the target pre-editing stage; The operation status in the operation status list includes at least one of the following: A pre-editing operation state formed in the target pre-editing stage earlier than the first operation state; An edit confirmation operation state formed by all edit operations in each pre-editing stage whose edit time is earlier than the target pre-editing stage; The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
11. The method according to claim 9, characterized in that The editing process of the game scene is in the editing confirmation stage, and the first operation state is the editing confirmation operation state formed by all editing operations in the target pre-editing stage; The operation status in the operation status list includes at least one of the following: An edit confirmation operation state formed by all edit operations in each pre-editing stage whose edit time is earlier than the target pre-editing stage; A pre-editing operation state formed by the editing operation in the target pre-editing stage; The pre-editing operation state is formed by the editing operation in each pre-editing stage whose editing time is earlier than the target pre-editing stage.
12. The method according to claim 1, characterized in that The scene editing interface is used to perform editing operations on the game objects in the game scene, so as to perform editing operations on the game scene; The game scene includes a plurality of game objects; The method further comprises: Execute the undo object selection operation; In response to the edit undo operation on the game scene, rolling back and displaying the second operation state of the game scene in the scene editing interface includes: In response to an edit undo operation on the game scene, a second operation state of the target game object selected by the undo object selection operation is rolled back and displayed in the scene editing interface, wherein the second operation state refers to any operation state of the target game object formed before the first operation state of the target game object.
13. The method according to claim 1, characterized in that The method further comprises: In response to a reset and undo operation on the game scene, an initial operation state of the game scene is rolled back and displayed in the scene editing interface.
14. The method according to claim 1, wherein: The method further comprises: Displaying an undo configuration interface, configuring the operation step length of the edit undo operation in the undo configuration interface, wherein the operation step length of the edit undo operation refers to the number of operation states that can be undone by the edit undo operation at one time; The second operating state is formed before the first operating state, and the difference between the second operating state and the first operating state is the number of operating states indicated by the configured operation step.
15. The method according to claim 1, wherein: The operating state of the game scene includes at least one of the following: A pre-editing operation state formed by the editing operation in the pre-editing stage; The edit confirmation operation state formed by all the edit operations in the pre-editing stage; The method further comprises: Displaying a revocation configuration interface, in which an operation status revocation threshold is configured; The operation state revocation threshold includes at least one of the following: a pre-editing operation state revocation threshold, an editing confirmation operation state revocation threshold, and a combining operation state revocation threshold; The pre-editing operation state revocation threshold is used to indicate the number of pre-editing operation states that support revocation, the editing confirmation operation state revocation threshold is used to indicate the number of editing confirmation operation states that support revocation, and the combined operation state revocation threshold is used to indicate the total number of pre-editing operation states and editing confirmation operation states that support revocation.
16. The method according to claim 1, wherein: The method further comprises: In response to the editing and restoring operation on the game scene, the revoked operation state of the game scene is restored and displayed in the scene editing interface.
17. A game processing device, characterized in that: include: A display unit is used to display a scene editing interface, wherein the scene editing interface is used to perform editing operations on a game scene, wherein a first operation state of the game scene is displayed in the scene editing interface; the game scene includes a plurality of operation states formed sequentially, wherein the latter operation state of two adjacent operation states is formed by performing one or more editing operations on the basis of the former operation state; The display unit is also used to roll back and display a second operating state of the game scene in the scene editing interface in response to an edit undo operation on the game scene; the second operating state refers to any operating state formed before the first operating state.
18. A computer device, characterized in that: The computer device comprises: a processor suitable for implementing a computer program; A computer-readable storage medium storing a computer program, wherein the computer program is suitable for being loaded by the processor and executing the game processing method according to any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded by a processor and executing the game processing method according to any one of claims 1-16.
20. A computer program product, characterized in that The computer program product comprises computer instructions, and when the computer instructions are executed by a processor, the game processing method according to any one of claims 1 to 16 is implemented.