Game editing method, game editing device, program product, and electronic device

By introducing preset state switching mechanisms for graphical user interface and scene component models into the game editing function, the problems of cumbersome operation and low editing efficiency in the existing technology are solved, and a more flexible and efficient game editing experience is achieved.

CN119406062APending Publication Date: 2025-02-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411559571.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-04
Publication Date
2025-02-11

AI Technical Summary

Technical Problem

The existing game editing function has cumbersome operation process and low editing efficiency, making it difficult for users to edit dynamic scenes in the editing state.

Method used

By providing a graphical user interface, loading the target game scene, and using corresponding processing methods to invalidate the dynamic information of the scene component model, so that it does not execute dynamic instructions in the first preset state, and obtains editing information in response to editing operations and maintains dynamic information. Make it execute dynamic instructions in the second preset state.

Benefits of technology

It realizes that users can perform editing operations in dynamic mode, improves editing flexibility and efficiency, avoids dynamic effects interfering with editing operations, and improves editing accuracy and user experience.

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Abstract

The invention provides a game editing method, a game editing device, a program product and electronic equipment, and relates to the technical field of computers and games. The method comprises the following steps: loading a target game scene to display a first game running scene in a graphical user interface; under the condition that the first game running scene is in a first preset state, according to the type of the scene component model, performing invalid processing on the dynamic information of the scene component model by adopting a corresponding processing mode, so that the scene component model does not execute a first dynamic instruction associated with the dynamic information; responding to a first editing operation in the first game running scene, and obtaining first editing information; under the condition that the first game running scene is in a second preset state, dynamic information is maintained, so that the scene component model executes the first dynamic instruction; and editing the target game scene according to the first editing information. The operation process of user editing in the game is simplified, and the editing efficiency is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game editing method, a game editing device, a computer program product and an electronic device. Background Art

[0002] With the development of computers and electronic devices, games have become one of people's daily entertainment methods. Some games provide user editing functions, which allow users to customize game maps or levels. However, the current user editing function has problems such as cumbersome operation process and low editing efficiency. Summary of the invention

[0003] The present disclosure provides a game editing method, a game editing device, a computer program product and an electronic device, so as to at least to some extent solve the problem of complicated operation process in the user editing function.

[0004] According to a first aspect of the present disclosure, a game editing method is provided, which provides a graphical user interface through a terminal device, and the method includes: loading a target game scene to display a first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information; when the first game running scene is in a first preset state, according to the type of the scene component model, a corresponding processing method is used to invalidate the dynamic information of the scene component model, so that the scene component model does not execute a first dynamic instruction associated with the dynamic information; in response to a first editing operation in the first game running scene, first editing information is obtained; when the first game running scene is in a second preset state, the dynamic information is maintained so that the scene component model executes the first dynamic instruction; and the target game scene is edited according to the first editing information.

[0005] According to a second aspect of the present disclosure, a game editing device is provided, which provides a graphical user interface through a terminal device, and the device includes: a game scene loading module, configured to load a target game scene to display a first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information; a first preset state processing module, configured to invalidate the dynamic information of the scene component model according to the type of the scene component model using a corresponding processing method when the first game running scene is in a first preset state, so that the scene component model does not execute a first dynamic instruction associated with the dynamic information; an editing operation processing module, configured to obtain first editing information in response to a first editing operation in the first game running scene; a second preset state processing module, configured to maintain the dynamic information when the first game running scene is in a second preset state, so that the scene component model executes the first dynamic instruction; a game scene editing module, configured to edit the target game scene according to the first editing information.

[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.

[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.

[0008] The technical solution disclosed in this disclosure has the following beneficial effects:

[0009] A dynamic mode supporting user editing is provided, wherein the user can perform a first editing operation in a first game running scene, and the first game running scene has a dynamic effect. On the one hand, the user can perform a first editing operation on a dynamic scene or a scene component model, thereby improving the flexibility of user editing. For example, the user can edit any state (such as the end state) of the scene component model during the motion process, thereby making it easier to achieve the desired editing effect, without having to repeatedly switch between the editing mode and the running mode to view the effect or conduct a test, thereby improving the cumbersome editing operation process in the related art and improving the editing efficiency. On the other hand, the first game running scene has two states. In the first preset state, the scene component model does not execute the first dynamic instruction, thereby avoiding interference of the dynamic effect of the scene on the first editing operation of the user, which is conducive to improving the accuracy of the user editing; in the second preset state, the scene component model executes the second dynamic instruction, which can fully display the dynamic effect of the scene. In this way, by switching between the two states, the user can freely choose between editing the scene and viewing the dynamic effect, thereby improving the flexibility of the editing process. On the other hand, since the first game running scene is close to the actual game running scene, the user performs the first editing operation in the first game running scene, which makes it easier to understand the meaning of the editing content, reduces the threshold for using the user editing function, and is conducive to the popularization of the user editing function. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;

[0011] Figure 2 A flowchart showing a method for editing a game in this exemplary embodiment;

[0012] Figure 3 A schematic diagram showing the relationship between the three modes and the two preset states in this exemplary embodiment;

[0013] Figure 4 A schematic diagram showing a game editing scene in this exemplary embodiment;

[0014] Figure 5A A schematic diagram showing a first game running scenario in this exemplary embodiment;

[0015] Figure 5B A schematic diagram showing a selection mark in this exemplary embodiment;

[0016] Figure 5C A schematic diagram showing a moving operation in this exemplary embodiment;

[0017] Figure 5D A schematic diagram showing an edit distance in this exemplary embodiment;

[0018] Figure 5E A schematic diagram showing a method of editing a rotation angle in this exemplary embodiment;

[0019] Fig. 5F A schematic diagram showing a method of editing a size by zooming in or out in this exemplary embodiment;

[0020] Fig. 6A A schematic diagram showing a method of determining a scene component to be added in this exemplary embodiment is shown;

[0021] Figure 6B A schematic diagram showing a model for adding scene components in this exemplary embodiment is shown;

[0022] Fig. 7A A schematic diagram showing a switching control object in this exemplary embodiment;

[0023] Figure 7B A schematic diagram showing another moving operation in this exemplary embodiment;

[0024] Figure 7C A schematic diagram showing another method of editing a rotation angle in this exemplary embodiment;

[0025] Fig.7D Another schematic diagram showing another method of editing a size by zooming in this exemplary embodiment;

[0026] Figure 8 A schematic diagram showing a scenario operating state in this exemplary embodiment;

[0027] Fig. 9 A schematic diagram showing scene state switching in this exemplary embodiment;

[0028] Fig.10 A schematic diagram showing a distribution process of first edit information in this exemplary embodiment;

[0029] Fig.11 A schematic diagram showing the structure of a game editing device in this exemplary embodiment;

[0030] Fig.12 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0031] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0032] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.

[0033] In the user editing function of the game, the user can place the scene components in the editing scene, edit the location, size, color and other properties of the scene components, or perform other editing operations to form a customized game map or level. However, it is difficult to edit the dynamic state of the scene in the editing state. For example, the inventor found that in the editing scene, the scene components are generally in a static state, and even if the scene components have motion information, they will not move in the editing scene. In this way, when the user is editing, it is difficult to associate the editing operation with the dynamic changes of the scene components. For example, the user wants to edit the motion end state of the scene component, but can only edit it in the static motion starting state in the editing scene. Therefore, the user needs to switch from the editing state to the test state and observe the actual game effect in the test state. If the effect is not ideal, it is necessary to switch back to the editing state and adjust the corresponding editing content. It can be seen that since it is difficult to edit the dynamic state of the scene in the editing state, the related operation process is relatively cumbersome, which reduces the editing efficiency and increases the learning cost of the user using the editing function.

[0034] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game editing method.

[0035] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, an interface such as a first game running scene may be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.

[0036] In one embodiment, the game editing method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.

[0037] In one embodiment, the game map (or scene) edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, the currently edited game map can be automatically saved at regular intervals during the editing process, or the currently edited game map can be saved according to a manual save operation performed by the user, or the currently edited game map can be automatically saved when exiting the editing. When saving the game map, the terminal device 110 can upload the game map data to the server 120, and the server 120 can save it.

[0038] In one embodiment, the server 120 may maintain a game map pool, such as deploying a database for storing game maps on the server side. In response to an instruction to publish a game map on the terminal device 110, the server 120 may add game map data to the game map pool, so that other players can download the game map data from the game map pool and use the game map to play the game. This enables a fast UGC (User Generated Content) function.

[0039] In one embodiment, the game editing method can be implemented in a stand-alone game. No server needs to be deployed, and the terminal device 110 can install all game programs and execute the game editing method.

[0040] In one embodiment, reference Figure 2 As shown, the game editing method may include the following steps S210 to S250:

[0041] Step S210, loading the target game scene to display the first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information;

[0042] Step S220, when the first game running scene is in the first preset state, according to the type of the scene component model, a corresponding processing method is used to invalidate the dynamic information of the scene component model, so that the scene component model does not execute the first dynamic instruction associated with the dynamic information;

[0043] Step S230, responding to a first editing operation in a first game running scene, obtaining first editing information;

[0044] Step S240, when the first game running scene is in the second preset state, maintaining the dynamic information so that the scene component model executes the first dynamic instruction;

[0045] Step S250: edit the target game scene according to the first editing information.

[0046] based on Figure 2The method provides a dynamic mode supporting user editing, wherein the user can perform a first editing operation in the first game running scene, and the first game running scene has a dynamic effect. On the one hand, the user can perform a first editing operation on a dynamic scene or a scene component model, thereby improving the flexibility of user editing. For example, the user can edit any state (such as the end state) of the scene component model during the motion process, thereby making it easier to achieve the desired editing effect, without having to repeatedly switch between the editing mode and the running mode to view the effect or conduct a test, thereby improving the cumbersome problem of the editing operation process in the related art and improving the editing efficiency. On the other hand, the first game running scene has two states. In the first preset state, the scene component model does not execute the first dynamic instruction, thereby avoiding the dynamic effect of the scene from interfering with the first editing operation of the user, which is conducive to improving the accuracy of the user's editing; in the second preset state, the scene component model executes the second dynamic instruction, thereby fully demonstrating the dynamic effect of the scene. In this way, by switching between the two states, the user can freely choose between editing the scene and viewing the dynamic effect, thereby improving the flexibility of the editing process. On the other hand, since the first game running scenario is close to the actual game running scenario, the user can more easily understand the meaning of the editing content when performing the first editing operation in the first game running scenario, which lowers the threshold for using the user editing function and is conducive to the popularization of the user editing function.

[0047] Below Figure 2 Provide detailed instructions for each step.

[0048] refer to Figure 2 In step S210, the target game scene is loaded to display the first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information.

[0049] A game scene refers to a virtual space in a game, including but not limited to game maps, levels, dungeons, towns, homes, and other scenes. A target game scene is a game scene that a user wants to edit, or a game scene that a user plays or tests. For example, a user can select a game scene to edit in the interface of the game editing function. This game scene is the target game scene, which can be a game scene that comes with the game program, or a game scene that the user has edited, or a game scene that other users have downloaded and edited, or a newly created game scene.

[0050] In one embodiment, the target game scene may include one or more scene components. Scene components are people, things or local people or things in the scene, such as buildings, vehicles, plants, organs, NPCs (non-player characters) etc. The target game scene may include the scene components that the scene carries, such as the target game scene initially carries the scene components that match its scene style, and these scene components may be edited and configured by game developers when making the target game scene. The target game scene may also include the scene components that are added based on the previous editing operation of the user, such as when the user edited the target game scene last time, the scene components may be added in the target game scene by custom modeling or using modes such as scene component controls.

[0051] The game program can provide templated scene components and corresponding scene component controls, so that users can edit and generate templated scene components in the target game scene through the scene component controls. Exemplarily, scene component controls can be provided for different categories of scene components, such as "log coffee table", "round low table", "wooden small table", "European table" and other scene component controls can be provided, and users can generate corresponding scene components in the target game scene by clicking or dragging the scene component controls. If the user drags the "round low table" scene component control to a certain position in the target game scene, it can trigger the generation of a round low table scene component at that position.

[0052] The scene component control is configured with corresponding templated parameters, such as one or more parameters including shape, color, texture, transparency, material, size, direction, physical properties, etc., and may also include other types of parameters. If a scene component is generated through a scene component control, the templated parameters corresponding to the scene component control can be called to quickly generate the scene component in the target game scene without the user having to set each parameter of the scene component from scratch, which is equivalent to applying the template of the scene component, thereby improving editing efficiency. Of course, after the scene component is generated, its scene component parameters can be modified, such as changing its size through a scaling operation, changing its direction through a rotation operation, changing its color and transparency through a color setting operation, etc., to form a more diverse scene component.

[0053] The game program may have its own scene component control, such as a game developer pre-editing the templated parameters of the scene component and configuring it as a scene component control for the user to use. In addition, the user may also be allowed to configure the scene component control. For example, the user may model a non-templated scene component and save it as a scene component control. In one embodiment, the user may be allowed to edit and update the scene component control, such as modifying the templated parameters corresponding to the scene component control and saving them. When the scene component is subsequently generated through the scene component control, the updated templated parameters may be called to generate the scene component.

[0054] In one embodiment, the user can edit and generate a custom scene component. For example, the user can create a new scene component by modeling, which can be a non-templated scene component, thereby increasing the flexibility of user editing.

[0055] The first game running scene may be a target game scene loaded in a dynamic mode supporting editing.

[0056] Several modes involved in this exemplary embodiment are described below.

[0057] Edit mode: A mode in which the user can edit the game scene. Since the game scene is usually in a static state, the edit mode can be called a static mode that supports editing. In the edit mode, the game scene may not execute dynamic instructions.

[0058] In one embodiment, in the edit mode, the user can edit the scene components and scene background in the game scene, such as the color, size and other properties of the scene components, but cannot control the virtual objects to attack, cast skills and other game operation operations, such as cannot control the virtual objects to attack the scene components. For example, in the edit mode, no player character is set in the game scene, and the user cannot control the player character to perform game operation operations. Alternatively, a player character is set, but the role of the player character is to control the perspective in the game scene. The user can control the perspective by moving the player character, but cannot perform game operation operations such as attacking and casting skills.

[0059] In one embodiment, the target game scene is loaded in the editing mode, and the game editing scene is presented. The user can perform a second editing operation in the game editing scene. For ease of distinction, the editing operation in the first game running scene is referred to as the first editing operation, and the editing operation in the game editing scene is referred to as the second editing operation.

[0060] Run mode: a mode for playing in a game scene. The run mode may include a trial run mode (or test mode), which refers to a mode for playing for the purpose of testing. In the run mode, the game scene supports game running operations, but does not support user editing. For example, the user can control virtual objects to attack, cast skills and other game running operations, but cannot edit the color, size and other properties of the scene components. Exemplarily, the target game scene loaded in the run mode is the second game running scene, which may be different from the first game running scene.

[0061] In one embodiment, in the running mode, the game scene can execute dynamic instructions, such as automatic changes in the environment presenting the game scene, automatic operation of scene components, etc. based on pre-set game logic.

[0062] Dynamic mode with editing support: A mode that supports user editing and the game scene can execute dynamic instructions. It is a special editing mode, or a special running or trial running mode. In the dynamic mode with editing support, users can perform editing operations, such as editing the color, size and other properties of the scene components.

[0063] In one embodiment, in the dynamic mode supporting editing, the user can also perform game operation, such as controlling a virtual object to attack, cast a skill, etc. Therefore, the dynamic mode supporting editing can also be referred to as an operation mode supporting editing.

[0064] In one embodiment, reference Figure 3 As shown, the target game scene can be freely switched between the editing mode, the running mode, and the dynamic mode that supports editing.

[0065] In one embodiment, in response to a first run trigger instruction in a game editing scene or a second game running scene, a target game scene is loaded in a dynamic mode supporting editing, so as to display the first game running scene in a graphical user interface. The first run trigger instruction is an operation instruction that triggers loading the target game scene in a dynamic mode supporting editing. Figure 4 As shown, when the game editing scene 401 is displayed, a first run trigger control 402 can be provided in the graphical user interface. The first run trigger instruction can be an operation instruction for the first run trigger control 402. For example, when the user clicks or long presses the first run trigger control 402, the first run trigger instruction is generated. The first run trigger instruction can trigger the dynamic mode supporting editing to be entered from the editing mode, and the target game scene is loaded in the dynamic mode supporting editing. Thus, the game editing scene 401 displayed in the graphical user interface is switched to Figure 5A The first game running scene 501 shown enables the user to conveniently switch from the editing mode to the dynamic mode supporting editing.

[0066] In one embodiment, when the second game running scene is displayed, a first running trigger control may also be provided in the graphical user interface. The user may trigger the dynamic mode supporting editing from the running mode by operating the first running trigger control, and load the target game scene in the dynamic mode supporting editing. Thus, the second game running scene displayed in the graphical user interface is switched to the first game running scene. This allows the user to conveniently switch from the running mode to the dynamic mode supporting editing.

[0067] In one embodiment, the game editing method may further include: responding to a second operation trigger instruction, controlling the display of a second game operation scene in a graphical user interface. Wherein, the second operation trigger instruction is an operation instruction that triggers the loading of a target game scene in operation mode. The second game operation scene is a target game scene loaded in operation mode. For example, in the case of displaying a game editing scene or a first game operation scene, a second operation trigger control may be provided in the graphical user interface, and the second operation trigger instruction may be an operation instruction for the second operation trigger control, such as when a user clicks or long presses the second operation trigger control, a second operation trigger instruction is generated. The second operation trigger instruction may trigger entry into operation mode from an edit mode or a dynamic mode that supports editing, and load the target game scene in operation mode. Thus, the game editing scene or the first game operation scene displayed in the graphical user interface is switched to a second game operation scene. It enables the user to conveniently switch from an edit mode or a dynamic mode that supports editing to an operation mode.

[0068] In one embodiment, the operation mode can be selected in the setting interface. For example, two operation mode options are provided, including an operation mode and an operation mode that supports editing (i.e., a dynamic mode that supports editing), from which the user can choose. The present disclosure does not limit the specific names of the two operation modes, such as the operation mode can be a normal trial mode, and the operation mode that supports editing can be a sandbox trial mode. In the case of selecting an operation mode that supports editing, the operation trigger instruction in the target game scene or the game editing scene is a first operation trigger instruction, which can trigger switching to an operation mode that supports editing and enter the first game operation scene. In the case of selecting an operation mode, the operation trigger instruction in the target game scene or the game editing scene is a second operation trigger instruction, which can trigger switching to an operation mode and enter the second game operation scene. The first game operation scene and the second game operation scene can provide different controls. For example, the first game operation scene provides switching controls between different preset states, editing operation controls, scene component controls, game operation controls, etc. Only game operation controls can be provided in the second game operation scene.

[0069] The above provides a switching operation method between different modes. The user can switch from the editing mode or the running mode to the dynamic mode supporting editing, thereby displaying the first game running scene.

[0070] In one embodiment, the target game scene can be directly loaded in the game program in a dynamic mode that supports editing, without having to enter the editing mode or the running mode first. Exemplarily, the user can enter the dynamic function interface that supports editing from the main interface of the game, select a game scene as the target game scene in the interface, trigger the display of basic information of the target game scene, and generate a first running trigger instruction when performing a confirmation operation, triggering the loading of the target game scene in the dynamic mode that supports editing, so as to display the first game running scene in the graphical user interface.

[0071] The first game running scene includes one or more types of scene component models. The scene component model may correspond to the scene component of the target game scene. The scene component model is a virtual model generated corresponding to the scene component in a dynamic mode that supports editing. In addition, the scene component may also generate a scene component model in the running mode. The scene component and the corresponding scene component model usually have the same appearance, but the two may be different program objects in the program. For example, in the editing mode, the scene component does not execute dynamic instructions and may be a static object. In the dynamic mode that supports editing, the scene component model executes dynamic instructions and may be a dynamic object. Exemplarily, Figure 4 The game editing scene 401 shown includes two scene components, namely a block component 403 and a switch component 404. Figure 5A The first game running scene 501 shown includes two scene component models, namely a block component model 503 and a switch component model 504 . The block component model 503 corresponds to the block component 403 , and the switch component model 504 corresponds to the switch component 404 .

[0072] As can be seen from the above, the first game running scene has a dynamic effect, which also means that the scene component model in the first game running scene has dynamic behavior. The scene component or scene component model has dynamic information, and the dynamic information is information used to control dynamic behavior, such as motion parameters. In one embodiment, the scene component model can be divided into one or more types according to its dynamic behavior characteristics. Different types of scene component models have different types of dynamic information and execute corresponding dynamic instructions.

[0073] Exemplarily, the first game running scene may include but is not limited to one or more of the following types of scene component models:

[0074] The first type of scene component model: a scene component model with non-interactive dynamic behavior characteristics, and its dynamic information includes non-interactive dynamic information. In this exemplary embodiment, interaction can refer to physical interaction between two virtual objects (such as two scene component models), such as collision. Correspondingly, non-interaction can refer to non-physical interaction, which is generally based on game logic, such as setting the mechanism to start when a specific moment is reached, which belongs to the time-driven effect based on game logic. It can be understood that the dynamic behavior of the first type of scene component model is driven by non-interaction, and it may not be affected by interaction, such as no reaction when colliding with other scene component models. Non-interactive dynamic information may include non-interactive motion information, non-interactive appearance change information, etc. For example, a user can edit motion information for a scene component or a scene component model, set the start condition of the motion information to a specific event or to a specific time, and set parameters such as motion path and motion speed. Then, in the first game running scene, when the specific event occurs or reaches the specific event, the scene component model can move according to the set motion information. The motion process is not driven by physical action, so it belongs to non-interactive motion information. For another example, the user can edit the appearance change information for the scene component or scene component model, set the condition of the appearance change to a specific event or a specific time, and set the appearance change method, the color after the change, and other information. Then, in the first game running scene, when the specific event occurs or the specific event arrives, the scene component model can change its appearance according to the set appearance change information. This appearance change process is not driven by physical effects, so it belongs to non-interactive appearance change information.

[0075] In one embodiment, the first type of scene component model is configured to execute non-interactive dynamic instructions. In this article, dynamic instructions refer to instructions with dynamic effects such as movement, appearance change, and morphological change executed by the scene component model (or scene component) or the first game running scene based on pre-set dynamic information. The scene component model presents a visualization effect of dynamic behavior by executing dynamic instructions. Non-interactive dynamic instructions are dynamic instructions associated with non-interactive dynamic information. For example, the first type of scene component model can execute corresponding non-interactive dynamic instructions based on parameters in the non-interactive dynamic information in response to specific non-interactive trigger conditions.

[0076] The second type of scene component model: is a scene component model with interactive dynamic behavior characteristics, and its dynamic information includes interactive attributes. It can be understood that the dynamic behaviors of the second type of scene component models are all driven by interactions, such as colliding with other scene component models and undergoing dynamic effects such as movement and deformation under the action of collision. The second type of scene component model may not have non-interactive dynamic information and will not perform dynamic behaviors under non-interactive drive. The interactive attribute refers to the property of the second type of scene component model that characterizes that it can be interacted with. For example, the interactive attribute can be a parameter in the physical attribute. If the physical attribute of the scene component model is "interactive", it means that the scene component model can be physically driven, and the scene component model belongs to the second type of scene component model.

[0077] In one embodiment, the second type of scene component model is configured to execute interactive dynamic instructions. The interactive dynamic instructions are dynamic instructions associated with the interactive attribute. For example, the second type of scene component model has an interactive attribute, can be affected by the interaction, and responds to the interactive trigger condition under the control of the game physics engine to execute the corresponding interactive dynamic instructions.

[0078] The third type of scene component model: a scene component model that will perform fixed inherent dynamic behaviors, and its dynamic information includes inherent dynamic information. Inherent dynamic information is dynamic information set in the templated parameters of the scene component or scene component model, and can be dynamic information pre-edited by the game developer. For example, the gear component generated by the "gear" scene component control initially has the templated parameters corresponding to the "gear" scene component control, including the inherent dynamic information of rotation. Therefore, all gear components generated by the "gear" scene component control have the inherent dynamic information of rotation, and the corresponding gear component model will perform fixed dynamic behaviors of rotation in the first game running scene. For another example, the conveyor belt component generated by the "conveyor belt" scene component control initially has the templated parameters corresponding to the "conveyor belt" scene component control, including the inherent dynamic information of the conveying motion. Therefore, all conveyor belt components generated by the "conveyor belt" scene component control have the inherent dynamic information of the conveying motion, and the corresponding conveyor belt component model will perform fixed dynamic behaviors of the conveying motion in the first game running scene. In one implementation, the inherent dynamic information may be dynamic information that is not editable by a user, such as a user cannot edit new inherent dynamic information for a scene component or a scene component model, nor can the user delete or modify the original inherent dynamic information.

[0079] In one embodiment, the third type of scene component model is configured to execute inherent dynamic instructions. Intrinsic dynamic instructions are dynamic instructions associated with inherent dynamic information, such as the rotation instructions of the gear component model and the conveying motion instructions of the conveyor belt component model.

[0080] In one embodiment, the first type of scene component model or the second type of scene component model may also have inherent dynamic information and execute inherent dynamic instructions. Exemplarily, the first type of scene component model is a scene component model with non-interactive dynamic behavior characteristics, or a scene component model with non-interactive dynamic behavior characteristics and inherent dynamic behavior, and its dynamic information includes non-interactive dynamic information, or includes non-interactive dynamic information and inherent dynamic information. The second type of scene component model is a scene component model with interactive dynamic behavior characteristics, or a scene component model with interactive dynamic behavior characteristics and inherent dynamic behavior, and its dynamic information includes interactive attributes, or includes interactive attributes and inherent dynamic information. The third type of scene component model is a scene component model that does not have non-interactive dynamic behavior characteristics, does not have interactive dynamic behavior characteristics, and has inherent dynamic behavior, and its dynamic information does not include non-interactive dynamic information, interactive attributes, and includes inherent dynamic information.

[0081] The fourth type of scene component model is a scene component model that does not have dynamic behavior, which can be called a static scene component model. Exemplarily, the fourth type of scene component model may not have dynamic information, or the dynamic information is empty. For example, it may not have non-interactive dynamic information, will not perform dynamic behavior under non-interactive drive, and has no interactive properties, such as the physical property is "non-interactive", that is, it will not perform dynamic behavior under interactive drive, and has no inherent dynamic information, and will not perform inherent dynamic behavior. In one embodiment, the fourth type of scene component model can be a completely static scene component model that does not perform task dynamic behavior.

[0082] The above describes different types of scene component models and their dynamic information and dynamic instructions that may exist in the first game running scene. In addition, virtual objects or elements other than scene component models may also exist in the first game running scene.

[0083] In one embodiment, a controlled virtual object is provided in the first game running scene. The controlled virtual object is a virtual object controlled by a user through a terminal device currently displaying the first game running scene, such as a player character. Figure 5A The controlled virtual object 502 is shown. Alternatively, the controlled virtual object may also be a virtual object. Also, the number of controlled virtual objects may be one or more. The present disclosure does not limit the appearance, form, and number of controlled virtual objects.

[0084] In one embodiment, in response to the game operation in the first game running scene, the controlled virtual object is controlled to execute the game running process instruction. Wherein, the game running operation refers to the operation related to the game (including the game in the test process), and the game running process instruction is the game instruction corresponding to the game running operation, which is an instruction that can be executed in the game running process (including the test process), such as the instruction of attacking, casting skills, etc. In the process of controlling the controlled virtual object to execute the game running process instruction, the controlled virtual object may interact with the scene component model in the first game running scene, so that the running process state of the scene component model changes, including the change of posture, appearance, etc. For example, the controlled virtual object collides with the scene component model, so that the scene component model changes in position or angle, or changes in shape (such as the scene component model produces a concave, compressed and other shape changes after the collision). Alternatively, the controlled virtual object lifts the scene component model and throws it elsewhere, so that the scene component model changes in position. Alternatively, the controlled virtual object triggers the mechanism scene component model (such as a door), so that the mechanism scene component model changes from one state to another (such as changing from an open state to a closed state). It should be understood that the changes in the scene component model do not belong to editing information and will not have an editing effect on the target game scene. In other words, according to the game running operation, editing information for the target game scene may not be generated.

[0085] In one embodiment, a virtual camera is provided in the first game running scene. The above-mentioned loading of the target game scene to display the first game running scene in the graphical user interface may include the following steps:

[0086] A picture formed by a virtual camera shooting a first game running scene is displayed in a graphical user interface; the virtual camera is configured to be adjusted according to the movement of a controlled virtual object.

[0087] Among them, the virtual camera is a shooting tool that simulates a real camera in the game program and is used to shoot the game screen. The virtual camera in the first game running scene can be located at any position in the first game running scene and shoot the first game running scene from any perspective, that is, the virtual camera can have any posture. The user can be allowed to adjust the viewing angle of the picture, such as performing operations such as translation, rotation, and zooming of the picture, which is essentially achieved by adjusting the camera parameters such as the posture or focal length of the virtual camera. In the first game running scene, the virtual camera can be hidden so that the user cannot see the virtual camera, so that the immersion of viewing the picture is stronger, and the virtual camera can also be displayed, which makes it easier for the user to adjust the picture by adjusting the virtual camera.

[0088] In one embodiment, the virtual camera can be bound to the controlled virtual object, that is, the positional relationship between the virtual camera and the controlled virtual object is fixed. For example, the virtual camera can be located behind the controlled virtual object to capture a third-person perspective image, in which all or most of the body of the controlled virtual object can be presented. Alternatively, the virtual camera can be located on the controlled virtual object (or more specifically, the virtual camera is located on the head of the controlled virtual object) to capture a first-person perspective image, in which the body of the controlled virtual object may not be presented or only a small amount of the body of the controlled virtual object may be presented. In one embodiment, the user may be allowed to choose whether to use the first-person or third-person perspective image in the first game running scene, and the relative position of the virtual camera and the controlled virtual object is set according to the user's choice.

[0089] When the controlled virtual object moves, such as when the user controls the controlled virtual object to move, or when the controlled virtual object moves due to the interaction of collisions and other interactions of scene components in the first game running scene, the virtual camera is controlled to adjust the posture or camera parameters according to the movement of the controlled virtual object. For example, when the controlled virtual object moves, the virtual camera moves synchronously, and when the controlled virtual object rotates, the virtual camera is rotated accordingly with the controlled virtual object as the center. For example, if the controlled virtual object rotates 30 degrees clockwise, the virtual camera is also rotated 30 degrees clockwise. In this way, the controlled virtual object is always in the main position in the picture (such as the center, or a position below the center, etc.), which is convenient for users to control.

[0090] In one embodiment, the virtual camera may have a certain degree of freedom relative to the controlled virtual object. For example, the controlled virtual object is set to be in a certain area in the middle of the current screen. When the user moves the controlled virtual object to the edge of the area, the virtual camera is controlled to adjust the viewing angle so that the controlled virtual object does not exceed the area in the screen. When the user rotates the controlled virtual object and the controlled virtual object touches the edge of the area, the virtual camera may not be adjusted.

[0091] Any number of virtual cameras can be set in the first game running scene, and different virtual cameras can be used to shoot different pictures. In one embodiment, the virtual camera in the first game running scene includes a first virtual camera and a second virtual camera. Among them, the first virtual camera can be bound to the controlled virtual object, and the first virtual camera is controlled according to the movement of the controlled virtual object to shoot the main picture of the first game running scene. The controlled virtual object is in the main position in the main picture, which is convenient for users to control. The second virtual camera does not need to be bound to the controlled virtual object. When the user edits a scene component in the first game running scene, the second virtual camera can shoot the area where the scene component is located to form an auxiliary picture of the first game running scene. The main picture and the auxiliary picture can be displayed in split screen, or the auxiliary picture can be displayed in the main picture in the form of a window or the like. Through the combination of the two pictures, help users see more comprehensive information.

[0092] Continue to refer Figure 2 In step S220, when the first game running scene is in the first preset state, the dynamic information of the scene component model is invalidated by a corresponding processing method according to the type of the scene component model, so that the scene component model does not execute the first dynamic instruction associated with the dynamic information.

[0093] As can be seen from the above, in the first game running scene, the user is allowed to perform the first editing operation, and the first game running scene has a dynamic effect. Considering that the dynamic effect and the first editing operation may interfere with each other. For example, when the user performs some editing operations on the scene component model, if the scene component model is in dynamic change, it may be inconvenient for the user to operate. Or the user's editing operation on the scene component model may cause the original dynamic behavior of the scene component model to be wrong, and so on. The first game running scene can be set to have different states, and the dynamic effects or the first editing operation can be distinguished or restricted by different states.

[0094] The first preset state is a state in which the scene component model does not execute the first dynamic instruction. It can also be a state in which the user is allowed to perform the first editing operation, that is, when the first game running scene is in other states (such as the second preset state), the user may not be allowed to perform the first editing operation.

[0095] The first dynamic instruction is a dynamic instruction that is not executed in the first preset state of the first game running scene, and may be all dynamic instructions in the first game running scene, or may be part of the dynamic instructions. For example, the first dynamic instruction may be a dynamic instruction that is likely to interfere with the user's first editing operation, such as the above-mentioned non-interactive dynamic instructions and interactive dynamic instructions, but not inherent dynamic instructions.

[0096] The invalid processing of dynamic information is to instruct the dynamic information not to take effect, including but not limited to removal, suspension, restriction, freezing, shielding, modification and other processing methods. In this exemplary embodiment, since different types of scene component models have different types of dynamic information, corresponding processing methods can be used for each type of scene component model to implement the invalid processing of dynamic information. By making the dynamic information not take effect, the scene component model does not execute the first dynamic instruction associated with the dynamic information.

[0097] In one embodiment, when the first game running scene is in the first preset state, the second dynamic instruction in the first game running scene can be maintained. The second dynamic instruction can be a dynamic instruction that has little effect on the user's first editing operation, such as an inherent dynamic instruction. By executing the second dynamic instruction in the first preset state, the first game running scene also retains a part of the dynamic effect in the first preset state to enhance the visual effect.

[0098] Continue to refer Figure 2 In step S230, in response to a first editing operation in a first game running scene, first editing information is obtained.

[0099] The first editing operation is an editing operation in the first game running scene. For the sake of distinction, the editing operation in the game editing scene is referred to as the second editing operation. The first editing information is editing information determined according to the first editing operation. For the sake of distinction, editing information other than the first editing information is determined according to editing operations other than the first editing operation. For example, in response to the second editing operation in the game editing scene, the second editing information is obtained. The second editing information is editing information determined according to the second editing operation.

[0100] It should be understood that the first editing operation performed by the user in the first game running scene is equivalent to editing the target game scene, and the first editing information determined thereby is used to edit the target game scene. In the first game running scene, the editing effect of the first editing operation can be presented, such as when the user edits the position of the scene component model in the first game running scene, the scene component model can be moved to the edited position in the first game running scene, or the editing effect of the first editing operation may not be presented, such as when the user changes the type of the scene component in the first game running scene, the scene component model does not perform corresponding movement in the first game running scene. When returning to the target game scene from the first game running scene, such as after switching back to the editing mode from the running mode that supports editing, the edited target game scene can be displayed.

[0101] The first editing operation that the user can perform in the first game running scene and the second editing operation that the user can perform in the game editing scene can be the same or different in terms of operation mode, editing content, etc. For example, in the first game running scene, since the game running operation is still required, the editing function can be restricted so that the user can only perform a part of the editing operations. In the game editing scene, the editing function can be unlimited and the user can perform all the editing operations.

[0102] In one embodiment, the first editing information is used to perform at least one of the following editing on the target game scene: adding a scene component to the target game scene. Deleting a scene component from the target game scene. Editing the properties of the scene component in the target game scene, which may include position, angle, appearance properties, physical properties, motion properties, etc. Editing the environment of the target game scene, such as changing the background, weather, lighting, terrain, and other environmental information. Editing the game setting information of the target game scene, such as setting the game duration, player camp, game victory or defeat conditions, and other information.

[0103] The first editing operation is described in detail below.

[0104] In one embodiment, the target game scene includes one or more scene components; the first game running scene includes one or more scene component models corresponding to the one or more scene components. The above-mentioned response to the first editing operation in the first game running scene and obtaining the first editing information may include the following steps: displaying a selection mark in a graphical user interface, and determining the scene component model to be edited from the scene component model of the first game running scene according to the aiming direction of the selection mark; in response to the first editing operation on the scene component model to be edited, obtaining the first editing information corresponding to the scene component model to be edited; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.

[0105] The selection mark is used to select the visual mark of the scene component model to be edited, which can be any style such as star, circle, pentagon, etc. Optionally, the selection mark can be the crosshair corresponding to the controlled virtual character.

[0106] Optionally, the selection mark may be configured to move according to the movement of the controlled virtual object.

[0107] Optionally, the selection mark may be displayed by default in the center of the screen of the first game running scene.

[0108] Optionally, in response to a movement control operation on the selection mark, the selection mark can be controlled to move so as to aim at the scene component model.

[0109] Optionally, in response to a field of view adjustment instruction, the aiming position of the selection mark or the orientation of the controlled virtual object can be controlled and adjusted so that the user can freely select the scene component model to be edited.

[0110] According to the aiming direction of the selection mark, the scene component model aimed at by the selection mark can be used as the scene component model to be edited, so that the user can freely select the scene component model to be edited through the selection mark.

[0111] Figure 5B The selection mark 513 is shown, which can be fixed at the center of the screen of the first game running scene 501. When the user adjusts the viewing angle, the selection mark 513 and the first game running scene 501 move relative to each other, thereby selecting the scene component model to be edited. Figure 5B It is shown that the selection mark 513 is currently aimed at the block component model 503, and the block component model 503 is used as the scene component model to be edited.

[0112] In one embodiment, when the scene component model to be edited is determined, the scene component model to be edited can be displayed in a differentiated manner, such as by displaying a color or transparency different from other scene component models. Figure 5B As shown, a texture pattern different from other scene component models is added to the block component model 503. This allows the user to intuitively distinguish the scene component model to be edited.

[0113] When the scene component model to be edited is determined, the user can perform a first editing operation on the scene component model to be edited, such as moving, rotating, and scaling the scene component model to be edited, and thereby obtain first editing information for editing the scene component to be edited.

[0114] In one embodiment, when the scene component model to be edited is determined, an editing operation control may be provided, such as Figure 5B The "zoom" control, "rotation" control, "distance" control, etc. in the scene component model can be used by the user to perform the first editing operation on the scene component model to be edited by using the editing operation control.

[0115] According to the first editing operation on the scene component model to be edited, the first editing information on the scene component to be edited can be obtained. Figure 5B In the first game running scene 501 shown in the figure, a first editing operation is performed on the block component model 503 to obtain corresponding first editing information, which can be used to edit Figure 4 Block assembly 403 is shown.

[0116] The above method of selecting the scene component model to be edited by selecting the mark enriches the selection strategy of the scene component model and can improve the immersive editing experience to a certain extent.

[0117] In an optional implementation, when the scene component model to be edited is determined, a first editing control is displayed to minimize the occlusion of the interface; in response to a first editing operation performed through the first editing control, first editing information corresponding to the scene component model to be edited is obtained. The first editing operation refers to an editing operation performed on the first editing control.

[0118] Exemplarily, the first editing control may include but is not limited to: a first sub-control, such as a copy control; a second sub-control, such as a move control; a third sub-control, such as an edit control; a fourth sub-control, such as a delete control, and the like.

[0119] In an optional embodiment, the above-mentioned response to the first editing operation performed through the first editing control and obtaining the first editing information corresponding to the scene component model to be edited can be achieved through the following steps: in response to the first editing operation performed through the first editing control, a component control object corresponding to the scene component model to be edited is generated in the first game running scene; in response to the editing operation on the component control object, the editing of the component control object is controlled to obtain the first editing information corresponding to the scene component model to be edited.

[0120] Among them, the component control object corresponding to the scene component model to be edited can be presented with visual effects such as phantom and highlight to prompt the user of the current editing object. The component control object can be a control object in an editable state. By generating a component control object corresponding to the scene component model to be edited, the scene component model to be edited can be in an editable state. At this time, other scene component models are in an uneditable state. The scene component model selected by the switching selection mark can be edited, so that the user's editing operation can be carried out smoothly and orderly.

[0121] In an optional embodiment, the above-mentioned first editing control includes a first sub-control, which responds to the first editing operation performed through the first editing control and generates a component control object corresponding to the scene component model to be edited in the first game running scene. This can be achieved through the following steps: in response to the touch operation of the first sub-control, the component control object of the scene component model to be edited is generated according to the position of the controlled virtual object, and the scene component model to be edited is retained.

[0122] In an optional embodiment, the above-mentioned first editing control includes a second sub-control, which responds to the first editing operation performed through the first editing control and generates a component control object corresponding to the scene component model to be edited in the first game running scene. This can be achieved by the following steps: in response to the touch operation of the second sub-control, the component control object of the scene component model to be edited is generated according to the position of the controlled virtual object, and the scene component model to be edited is hidden.

[0123] In an optional embodiment, the above-mentioned first editing control includes a third sub-control, which responds to the first editing operation performed through the first editing control and generates a component control object corresponding to the scene component model to be edited in the first game running scene. This can be achieved through the following steps: in response to the touch operation of the third sub-control, control the generation of the component control object of the scene component model to be edited according to the position of the controlled virtual object, and display the property editing sub-control; wherein, the property editing sub-control is used to edit the properties of the component control object.

[0124] In an optional implementation, the above-mentioned response to the editing operation of the component control object and obtaining the first editing information corresponding to the scene component model to be edited can be achieved by the following steps: in response to the touch operation of moving the sub-control, displaying the coordinate axis options, the coordinate axis options include three coordinate axes corresponding to the component control object; in response to selecting a target coordinate axis from the coordinate axis options, controlling the component control object to move along the target coordinate axis in the game running scene; according to the moving state of the component control object, determining the first editing information corresponding to the scene component model to be edited. For example, Figure 5C As shown, a schematic diagram of an interface for mobile editing by moving sub-controls is provided.

[0125] By selecting the coordinate axis, the component control object can be freely adjusted in three-dimensional space to flexibly meet the different adjustment needs of users.

[0126] Exemplarily, in response to a touch operation on the third sub-control, a property editing sub-control may be displayed. When the property editing sub-control is displayed, the control component controls the object not to move following the movement of the controlled virtual object.

[0127] Optionally, when the property editing sub-control is displayed, the display of the edit confirmation sub-control and the edit cancel sub-control can be controlled to save or cancel the current edit.

[0128] In an optional embodiment, the above-mentioned first editing control includes a fourth sub-control, and responds to the first editing operation performed through the first editing control to obtain the first editing information corresponding to the scene component model to be edited. This can be achieved through the following steps: responding to the touch operation on the fourth sub-control to obtain the first editing information corresponding to the scene component model to be edited; the first editing information includes deletion editing information.

[0129] Exemplarily, after establishing an association relationship between the controlled virtual object and the component control object, the second editing control may be controlled to be displayed, and in response to a first editing operation performed through the second editing control, the component control object may be controlled to be edited.

[0130] Optionally, when controlling the display of the second editing control, at least a portion of the first editing control may be hidden to avoid redundancy of interface information.

[0131] In an optional embodiment, the second editing control includes a distance editing sub-control, and the above-mentioned response to the second editing operation performed through the second editing control to control the editing of the component control object can be achieved through the following steps: in response to the editing operation on the distance editing sub-control, the component control object is controlled to move closer to or away from the controlled virtual object, and the position of the controlled virtual object remains unchanged.

[0132] Among them, the distance editing sub-control can be used to control the distance of the component control object relative to the controlled virtual object.

[0133] For example, Figure 5D As shown, a schematic diagram of an interface for controlling a component control object to move closer to or away from a controlled virtual object is provided. The component control object can be flexibly controlled to move toward or away from the controlled virtual object through a distance editing sub-control, thereby realizing movement editing of the component control object.

[0134] In an optional embodiment, the above-mentioned response to the editing operation on the distance editing sub-control, the control component controls the object to approach or move away from the controlled virtual object, which can be achieved through the following steps: in response to the move editing operation of the distance editing sub-control, determine whether the component controls the object to trigger grid adsorption or component stack adsorption; if the component controls the object to trigger grid adsorption or component stack adsorption, determine whether the move editing distance corresponding to the distance editing sub-control is greater than a second preset distance threshold; if the move editing distance corresponding to the distance editing sub-control is less than or equal to the second preset distance threshold, the control component controls the object not to move; if the move editing distance corresponding to the distance editing sub-control is greater than the second preset distance threshold, the control component controls the object to move to approach or move away from the controlled virtual object.

[0135] Among them, grid adsorption can be adsorbing the component control object to the scene grid line that is closest to it and the distance value is less than a specific preset threshold, and component stack adsorption can be adsorbing the component control object to other scene component models that are closest to it and the distance value is less than a specific preset threshold. It can be understood that the second preset distance threshold can be used to limit the adsorption strength, and the larger the value, the greater the adsorption strength.

[0136] Whether the control component controls the object to move is determined by the second preset distance threshold, thereby providing a certain error tolerance for the user's movement operation.

[0137] In an optional embodiment, the above-mentioned response to the second editing operation performed through the second editing control to control the editing of the component control object can be achieved through the following steps: in the process of controlling the movement of the component control object, if the control of the component control object triggers grid adsorption or component stack adsorption; in response to the editing operation on the distance editing sub-control, the component control object is not controlled to move; at this time, in response to the viewing angle adjustment operation, the component control object can be controlled to release the grid adsorption or component stack adsorption, and after the component control object releases the grid adsorption or component stack adsorption, it can respond to the editing operation on the distance editing sub-control to control the component control object to move.

[0138] For example, if component stacking adsorption is triggered between component control object A and other scene component model B (for example, the ground), it will not respond to the editing operation of the distance editing sub-control at this time; in response to the viewing angle adjustment operation, the component control object A and other scene component model B can be controlled to release the component stacking adsorption, and at this time, in response to the editing operation of the distance editing sub-control, the component control object can be controlled to move to the corresponding position.

[0139] Exemplarily, in response to the viewing angle adjustment operation, the component control object can be controlled to move to change the position of the component control object A on other scene component models B (e.g., the ground). Optionally, when the viewing angle is raised to a preset height, if the ray from the controlled virtual object to the component control object does not intersect with other scene component models B, the component control object A can be controlled to suspend. Optionally, when the viewing angle is raised to a preset height, based on the distance between the controlled virtual object and the component control object set by the distance editing subcontrol, if it does not intersect with other scene component models B, the component control object A can be controlled to suspend.

[0140] In an optional embodiment, the second editing control includes a rotation editing sub-control, and the above-mentioned response to the second editing operation performed through the second editing control to control the editing of the component control object can be achieved through the following steps: in response to the editing operation on the rotation editing sub-control, a rotation direction indicator and a current adjustment progress are displayed in the associated area of ​​the rotation editing sub-control to control the rotation of the component control object.

[0141] Among them, the rotation edit subcontrol can be used to control the component control object to rotate.

[0142] For example, Figure 5E As shown, a schematic diagram of an interface for controlling the rotation of a component control object is provided. The rotation axis can be selected through the rotation editing sub-control to flexibly control the component control object to rotate counterclockwise or clockwise around the rotation axis, thereby realizing rotation control of the component control object.

[0143] In an optional embodiment, the second editing control includes a zoom editing sub-control, and the above-mentioned response to the second editing operation performed through the second editing control controls the editing of the component control object, which can be achieved through the following steps: in response to the touch operation on the zoom editing sub-control, controls the component control object to scale based on the center position of the component control object.

[0144] Among them, the zoom edit subcontrol can be used to control the component control object to zoom in or out.

[0145] For example, Fig. 5F As shown, a schematic diagram of an interface for controlling the scaling of a component control object is provided. The scaling of the component control object can be flexibly controlled based on the center position of the component control object through the scaling editing subcontrol, thereby realizing scaling control of the component control object.

[0146] In an optional embodiment, the second editing control includes an editing confirmation sub-control, and the above-mentioned response to the second editing operation performed through the second editing control controls the editing of the component control object, which can be achieved through the following steps: In response to the touch operation on the editing confirmation sub-control, according to the current editing state of the component control object, the component control object is converted into a scene component model.

[0147] The edit confirmation subcontrol may be used to control and save the edit processing performed on the component control object.

[0148] In one embodiment, the first editing operation includes a component adding operation. The above-mentioned response to the first editing operation in the first game running scene and obtaining the first editing information may include the following steps: responding to the component adding operation in the first game running scene, determining the scene component to be added, and obtaining the first editing information corresponding to the scene component to be added; the first editing information is used to add the scene component to be added in the target game scene.

[0149] Exemplarily, the user may add a scene component model to be added through a first editing operation in the first game running scene, and determine that the scene component corresponding to the scene component model to be added is the scene component to be added.

[0150] Exemplarily, when the scene component to be added is determined, a scene component model to be added corresponding to the scene component to be added can be generated in the first game running scene.

[0151] In one embodiment, the above-mentioned response to the component adding operation in the first game running scene to determine the scene component to be added may include the following steps: displaying one or more scene component controls in a graphical user interface; responding to a component selection operation in the scene component control, determining a target scene component control in the scene component control, and determining the scene component corresponding to the target scene component control as the scene component to be added.

[0152] Exemplarily, a scene component control bar may be displayed in a graphical user interface, and the scene component control bar may include one or more scene component controls. Fig. 6A The scene component control bar 510 (i.e., "component package") in the scene component control includes multiple scene component controls, such as "block", "floor", "cone", "ring", "sphere", etc. The user can perform component selection operations on the scene component controls, such as clicking or dragging the "ring" control, determining the "ring" control as the target scene component control, determining its corresponding ring component as the scene component to be added, and obtaining the corresponding first editing information.

[0153] In one embodiment, the above-mentioned acquisition of the first editing information corresponding to the scene component to be added may include: generating a component control object corresponding to the scene component to be added in the first game running scene according to the aiming direction of the selection mark or the direction of the controlled virtual object in the first game running scene; and acquiring the first editing information corresponding to the scene component to be added in response to the editing operation on the component control object. Among them, the component control object is a temporary editing object, which may have the same or similar appearance as the scene component to be added. Exemplarily, a virtual object with visual effects such as phantom and highlight generated according to the scene component to be added is the component control object. The component control object can be initially generated at the aiming direction of the selection mark, or at a direction having a specific positional relationship with the controlled virtual object, such as being located directly in front of the controlled virtual object and at a specific distance from the controlled virtual object. The user can perform an editing operation on the component control object, which is equivalent to performing an editing operation on the scene component to be added and acquiring the first editing information corresponding to the scene component to be added.

[0154] refer to Fig. 6A As shown, when the target scene component control is selected using the scene component control bar 510 and the scene component to be added is determined to be a ring component, a component control object 514 corresponding to the ring component can be generated in the first game running scene 501. The user can move, rotate, scale, etc. the component control object 514 to edit its position, angle, size, etc. information, which is equivalent to editing the position, angle, size, etc. information of the scene component to be added, thereby obtaining the corresponding first editing information.

[0155] In one embodiment, in response to an edit end instruction for a component control object, such as clicking Fig. 6A The confirmation control in can remove or destroy the component control object, and can also generate a scene component model to be added corresponding to the scene component to be added in the first game running scene, or convert the component control object into a scene component model to be added, so as to present the editing effect of generating the scene component to be added or the scene component model to be added. Figure 6B As shown, after determining to generate the ring component, a ring component model can be generated in the first game running scene 501.

[0156] When a scene component control bar is displayed in the graphical user interface, the scene component controls in the scene component control bar can be adjusted in response to an adjustment operation on the scene component control bar. Exemplarily, the type, order, quantity, etc. of the scene component controls in the scene component control bar can be adjusted, and the present disclosure does not specifically limit this.

[0157] In addition to generating scene components or scene component models through scene component controls, scene components or scene component models can also be generated by copying existing scene components or scene component models, and scene components or scene component models can also be generated through custom modeling.

[0158] In one implementation, when a scene component model is generated, the generated scene component model may be used as the scene component model to be edited by default.

[0159] In one embodiment, the target game scene includes one or more scene components; the first game running scene includes one or more corresponding scene component models. The above-mentioned response to the first editing operation in the first game running scene, obtaining the first editing information, may include: determining the scene component model to be edited from the scene component model in the first game running scene; hiding the controlled virtual object, and / or placing the controlled virtual object at the position of the scene component model to be edited; in response to the triggering operation of the editing operation control, obtaining the first editing information corresponding to the scene component model to be edited; the editing operation control is an operation control displayed when the scene component model to be edited is determined, or an operation control for controlling the controlled virtual object; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.

[0160] In one embodiment, a selection mark is displayed in a graphical user interface, and according to the aiming direction of the selection mark, the scene component model to be edited is determined from the scene component models of the first game running scene.

[0161] In one embodiment, in response to the control object switching operation, the controlled virtual object can be hidden, and / or the controlled virtual object can be placed at the location of the scene component model to be edited. The control object switching operation can convert the current control object from the controlled virtual object to the scene component model to be edited. Figure 5B and Fig. 7A As shown, in Figure 5B In the example, the scene component model to be edited is determined to be the block component model 503 by selecting the mark 513. If the user clicks the control object switching control 512, the current control object is converted from the controlled virtual object 502 to the scene component model to be edited, and the scene component model to be edited is presented. Fig. 7A The screen shown.

[0162] By hiding the controlled virtual object and / or placing the controlled virtual object at the location of the scene component model to be edited, it is possible to prevent the user from misidentifying the controlling subject due to mental inertia after switching the controlling subject.

[0163] In an optional implementation, in response to the control object switching operation, the object associated with the virtual camera can be controlled to switch from the controlled virtual object to the scene component model to be edited, so as to control the virtual camera to move according to the movement state of the scene component model to be edited. By switching the following object of the virtual camera, the game screen can be adapted to the current control subject, which helps the user to observe and control.

[0164] In an optional embodiment, the above-mentioned response to the trigger operation of the editing operation control and obtaining the first editing information corresponding to the scene component model to be edited can be achieved through the following steps: responding to the trigger operation of the editing operation control, editing the scene component model to be edited in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited.

[0165] By editing the scene component model to be edited in the first game running scene, the editing operation is fed back to the first game running scene, so that the user can observe the editing progress in real time.

[0166] In an optional embodiment, the above-mentioned response to the trigger operation of the editing operation control and obtaining the first editing information corresponding to the scene component model to be edited can be achieved through the following steps: responding to the trigger operation of the editing operation control, editing the scene component model to be edited in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited.

[0167] By editing the scene component model to be edited in the first game running scene, the editing operation is fed back to the first game running scene, so that the user can observe the editing progress in real time.

[0168] In an optional embodiment, the above-mentioned editing operation control includes a motion operation control; the above-mentioned response to the trigger operation of the editing operation control, editing the scene component model to be edited in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited, can be achieved through the following steps: responding to the trigger operation of the motion operation control, controlling the scene component model to be edited to move in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited according to the motion information.

[0169] Optionally, the motion operation control may be in the form of a virtual joystick, a control axis, a virtual key, etc., and the present disclosure does not specifically limit this.

[0170] Optionally, before hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the motion operation control in the graphical user interface can be used to control the controlled virtual object; after hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the control object of the motion operation control can be switched from the controlled virtual object to the scene component model to be edited.

[0171] Optionally, before hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the original motion operation controls in the graphical user interface can be used to control the controlled virtual object; after hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the original motion operation controls used to control the controlled virtual object can be hidden, and then new motion operation controls specifically used to control the scene component model to be edited can be displayed.

[0172] Through the touch operation of the motion operation control, the user can realize mobile editing of the scene component model to be edited.

[0173] In an optional embodiment, the above-mentioned response to the trigger operation of the motion operation control, controlling the model of the scene component to be edited to move in the first game running scene, can be achieved through the following steps: controlling the motion operation control to be in flight control mode; turning off the physical collision properties and / or gravity properties of the scene component model to be edited in the flight control mode; in the flight control mode, responding to the touch operation of the motion operation control, controlling the model of the scene component to be edited to move in the first game running scene.

[0174] Exemplarily, the motion operation control may include a normal control mode and a flight control mode. In the normal control mode, the physical collision attribute and / or gravity attribute of the scene component model to be edited may be turned on; in the flight control mode, the physical collision attribute and / or gravity attribute of the scene component model to be edited may be turned off.

[0175] Exemplarily, the above-mentioned response to the movement control operation of the controlled virtual object, controlling the controlled virtual object to move in the first game running scene, includes: in the flight control mode, in response to the movement control operation of the controlled virtual object, controlling the controlled virtual object to move in the plane and height in the first game running scene with a first preset action; in the flight control mode, turning off the physical collision properties and / or gravity properties of the scene component model to be edited; and / or in the normal control mode, in response to the movement control operation of the controlled virtual object, controlling the controlled virtual object to move on the supporting surface formed by the scene component model with a second preset action; in the normal control mode, turning on the physical collision properties and / or gravity properties of the scene component model to be edited.

[0176] Exemplarily, in response to a control object switching operation, it can be determined whether the motion operation control is in the flight control mode; if the motion operation control is not in the flight control mode, the motion operation control can be switched to the flight control mode; in the flight control mode, in response to a touch operation on the motion operation control, the model of the scene component to be edited can be controlled to move in the first game running scene, so that the user can freely edit the model of the scene component to be edited.

[0177] Exemplarily, when the motion operation control in the flight control mode is composed of a plane movement control and an up and down movement control; the above-mentioned response to the touch operation of the motion operation control, controlling the model of the scene component to be edited to move in the first game running scene, can be achieved through the following steps: responding to the movement control operation of the plane movement control, controlling the model of the scene component to be edited to move on the plane in the first game running scene; responding to the movement control operation of the up and down movement control, controlling the model of the scene component to be edited to move in height in the first game running scene.

[0178] Exemplarily, the above-mentioned response to the touch operation on the motion operation control to control the scene component model to be edited to move in the first game running scene can also be achieved by the following steps: in response to the touch operation on the motion operation control, displaying coordinate axis options, the coordinate axis options include three coordinate axes corresponding to the scene component model to be edited; in response to selecting a target coordinate axis from the coordinate axis options, controlling the scene component model to be edited to move along the target coordinate axis in the game running scene. Exemplarily, such as Figure 7B As shown, a schematic diagram of the interface for component model movement control is also provided.

[0179] In an optional implementation, in the flight control mode, the graphical user interface displays a speed control control, and can also respond to touch operations on the speed control control to control and adjust the movement speed of the scene component model to be edited in the game running scene.

[0180] Optionally, in flight control mode, a speed control control may be displayed in a graphical user interface, and the user may control deceleration or acceleration by sliding left and right on the speed control control to achieve control of the moving speed.

[0181] Optionally, the above-mentioned editing operation controls also include but are not limited to rotation operation controls, scaling operation controls, mirroring operation controls, etc., which are not specifically limited in the present disclosure. Among them, the rotation operation controls, scaling operation controls, and mirroring operation controls can be used to perform editing processing such as rotation, scaling, and mirroring on the scene component model to be edited. Exemplary.

[0182] For example, Figure 7C As shown, in response to the control operation of the rotation operation control, the scene component model to be edited can be controlled to rotate clockwise or counterclockwise.

[0183] For example, Fig.7D As shown, in response to the control operation of the rotation operation control, the coordinate axis options can be displayed, and the coordinate axis options include three coordinate axes corresponding to the scene component model to be edited; in response to selecting a coordinate axis from the coordinate axis options as the rotation axis, the scene component model to be edited can be controlled to rotate around the selected rotation axis by configuring the rotation amount.

[0184] In addition, the editing operation control may also include a confirmation operation control, a cancel operation control, etc. The confirmation operation control may be used to save the current editing content, and the cancel operation control may be used to cancel the current editing content.

[0185] In one embodiment, in response to selecting one or more scene component models in the first game running scene, a deletion control is provided, and in response to a triggering operation on the deletion control, the scene component to be deleted in the target game scene is determined, and first editing information corresponding to the scene component to be deleted is obtained. The first editing information is used to delete the scene component to be deleted from the target game scene.

[0186] In one embodiment, the scene component model can be directly operated in the first game running scene to edit its properties, thereby determining the first editing information for editing the scene component. For example, in the first game running scene, in response to a move operation on the scene component, the position of the scene component is adjusted; in response to a rotation operation on the scene component, the angle of the scene component is adjusted; in response to a zoom operation on the scene component, the size of the scene component is adjusted.

[0187] In one embodiment, editing operations can be performed in the property interface of the scene component model, such as setting the value or type of the property, etc. For example, the scene component model can be selected and its property interface can be opened. In the property interface, the location coordinates, angle value, and size value of the scene component model can be set, the physical properties of the scene component model can be set to have a collision volume or not have a collision volume, an automatic movement path can be added to the scene component model, and parameters such as movement speed and movement distance can be set, a color can be selected from the color palette as the color of the scene component model, a material can be selected from multiple candidate materials as the material of the scene component model, and a method of automatically changing the appearance of the scene component model can be added (such as gradually changing from white to red, or turning red when a certain condition is triggered), etc.

[0188] In one embodiment, the user can edit the environment information in the relevant editing interface or through the corresponding controls. For example, the user can select a background from the candidate backgrounds as the background of the target game scene, or can choose to change the weather of the target game scene, or adjust the lighting parameters, etc.

[0189] Continue to refer Figure 2 In step S240, when the first game running scene is in the second preset state, the dynamic information is maintained so that the scene component model executes the first dynamic instruction.

[0190] Among them, the second preset state is the state in which the scene component model executes the first dynamic instruction. It can also be a state in which the first editing operation is not allowed. Exemplarily, in the first preset state, an editing operation control may be provided so that the user can perform the first editing operation through the editing operation control. In the second preset state, the editing operation control may not be provided, so that the user cannot perform the first editing operation. Alternatively, in the second preset state, when the user performs the first editing operation, the first editing operation is invalidated. For example, when the user moves the scene component model, the effect that the scene component model cannot be moved is displayed, and a prompt message "This operation cannot be performed, please switch to the first preset state first" may be presented. In this way, in the second preset state, the user can better perform operations other than editing, such as running the game, without the occurrence of erroneous editing during the game running operation.

[0191] In one embodiment, the first game running scene can be set to always be in one of a first preset state and a second preset state. For example, the first preset state can be a scene pause state, and the second preset state can be a scene running state. When the state of the first game running scene is switched, it can be switched from the scene pause state to the scene running state, or from the scene running state to the scene pause state, and there is no third state.

[0192] In one embodiment, in response to a state switching instruction in the first game running scene, the first game running scene is controlled to switch between different states. Exemplarily, if the state is currently in the first preset state, the state switching instruction is responded to and switched to the second preset state; if the state is currently in the second preset state, the state switching instruction is responded to and switched to the first preset state. Figure 5A The first game running scene 501 is currently in the scene pause state (reflected by the text message "World Paused"), and the user can operate the first state switching control 505 to switch the first game running scene 501 to the scene running state. Figure 8 In the screen shown, the first game running scene 501 is in the scene running state. If the user clicks the second state switching control 511, the first game running scene 501 can be returned to the scene pause state again.

[0193] In one embodiment, the game editing method may further include the following steps:

[0194] When entering the first game running scene, the first game running scene is set to a first preset state.

[0195] For example, when switching from the editing mode or the running mode to the running mode supporting editing to enter the first game running scene, the first preset state can be initially defaulted to facilitate the user to perform the first editing operation.

[0196] Figure 3 The relationship between three modes and two preset states is shown. Among them, the target game scene can be switched between the edit mode, the run mode, and the dynamic mode supporting editing. The three modes can be three different running or editing environments. In the dynamic mode supporting editing, a first game running scene is presented, which has a first preset state and a second preset state, and can be switched between the two preset states.

[0197] In one embodiment, the game editing method may further include the following steps:

[0198] When the first game running scene is in a first preset state and in a second preset state, the first game running scene is controlled to execute a second dynamic instruction.

[0199] Among them, the second dynamic instruction is a dynamic instruction executed by the first game running scene in both the first preset state and the second preset state. That is to say, in the first preset state, some dynamic instructions in the first game running scene can be maintained, and these dynamic instructions, namely the second dynamic instructions, usually do not have an adverse effect on the user's first editing operation. In addition, maintaining the second dynamic instruction can make the first game running scene maintain a certain dynamic effect in the first preset state, so that the user can more intuitively see part of the actual running effect of the target game scene while performing the first editing operation.

[0200] For example, the second dynamic instructions may include instructions for the environmental change of the first game running scene, such as instructions for the change from day to night, instructions for the change from sunny to rainy days, etc. In the first preset state, the environmental change of the first game running scene can be maintained, which has almost no adverse effect on the user's first editing operation. When the user performs the first editing operation, he can see the actual environmental change effect of the target game scene, which is conducive to the user to perform more accurate and high-quality editing. For example, the user can edit the state change of the light component model (such as from the light-off state to the light-on state) in a targeted manner according to the environmental change effect from day to night in the first game running scene.

[0201] The second dynamic instruction may be specified by a user or automatically determined by a game program. In one embodiment, the second dynamic instruction may be a dynamic instruction other than the first dynamic instruction. In other words, the first dynamic instruction plus the second dynamic instruction is equivalent to all dynamic instructions. In the second preset state, the first game running scene executes the first dynamic instruction and the second dynamic instruction, which is equivalent to executing all dynamic instructions.

[0202] In one embodiment, the first dynamic instruction includes at least one of the following: a dynamic instruction determined according to editing information of the target game scene, and a non-specified dynamic instruction.

[0203] Among them, the editing information of the target game scene may include historical editing information and / or first editing information. The historical editing information is the editing information determined by performing an editing operation on the target game scene before entering the first game running scene this time. For example, before entering the running mode that supports editing, the user can perform a second editing operation on the target game scene in the editing mode (i.e., in the game editing scene) and obtain the corresponding second editing information, which belongs to the historical editing information. The first editing information is the editing information determined according to the first editing operation in the first game running scene after entering the first game running scene this time. In other words, the first dynamic instruction may include dynamic instructions edited by the user. The dynamic instructions edited by the user include but are not limited to: environmental change instructions, non-physical drive dynamic instructions, such as non-physical drive motion instructions and non-physical drive appearance change instructions added by the user to the scene component model through editing operations.

[0204] Non-specified dynamic instructions are dynamic instructions other than specified dynamic instructions. For example, a user or game developer can specify some dynamic instructions as second dynamic instructions. Therefore, the second dynamic instructions usually account for a relatively low proportion of all dynamic instructions, and it is more convenient to specify the second dynamic instructions. Accordingly, other dynamic instructions are first dynamic instructions.

[0205] In one embodiment, the second dynamic instruction includes at least one of the following: an inherent operation instruction of a scene component model in the first game running scene, and a specified dynamic instruction. Exemplarily, a user or a game developer can specify the inherent operation instructions of some scene component models as second dynamic instructions, and the unspecified inherent operation instructions and other types of dynamic instructions are first dynamic instructions. For example, a whitelist can be set, and the user adds the dynamic instructions that he wants to maintain in the first preset state to the whitelist, and the dynamic instructions in the whitelist are second dynamic instructions, and the dynamic instructions outside the whitelist are first dynamic instructions.

[0206] The first dynamic instruction and the second dynamic instruction are described above. In the first preset state, the first game running scene executes the second dynamic instruction and does not execute the first dynamic instruction, which retains some dynamic effects of the target game scene, and is conducive to the user to complete the first editing operation conveniently, accurately and with high quality. In the second preset state, the first game running scene executes the first dynamic instruction and the second dynamic instruction, realizing all the dynamic effects of the target game scene.

[0207] Continue to refer Figure 2 , in step S250, the target game scene is edited according to the first editing information.

[0208] Exemplarily, the first editing information may be used to perform the following editing on the target game scene: adding a scene component to the target game scene, deleting a scene component from the target game scene, editing the properties of the scene component in the target game scene, editing the environment of the target game scene, editing the game setting information of the target game scene, and so on.

[0209] The target game scene is edited according to the first editing information, so as to realize the function of editing the target game scene through the first game running scene.

[0210] In one implementation, the editing of the target game scene according to the first editing information may include the following steps:

[0211] In response to the edit-save instruction, the map data is updated according to the first edit information.

[0212] The edit-save instruction is an instruction to instruct to save the first edit information persistently. In one embodiment, the edit-save instruction is triggered by at least one of the following methods:

[0213] The edit save instruction is triggered according to the first run stop instruction, such as when exiting the first game run scene or exiting the run mode supporting editing, the edit save instruction is automatically triggered.

[0214] The edit and save instruction is triggered according to the user's edit and save operation, such as Figure 5A As shown, a save control 508 is provided in the first game running scene 501, and an edit save instruction is triggered when a user operates the save control 508.

[0215] The edit and save instruction is triggered when the first preset time is reached. The first preset time may be a periodic time, such as 5 minutes, then in the first game running scenario, the edit and save instruction is automatically triggered every 5 minutes.

[0216] In response to the edit-save instruction, the map data of the target game scene can be updated according to the first edit information. Exemplarily, the first edit information includes operation records such as adding (such as adding scene components), deleting (such as deleting scene components), and modifying (such as modifying the properties of scene components) the target game scene. According to the sequence of different operation records in the first edit information (which can be the sequence of the corresponding first edit operations), the map data of the target game scene can be added, deleted, modified, etc., respectively, so as to update the map data of the target game scene. Furthermore, the edited target game scene can be displayed according to the updated map data.

[0217] By updating the map data in the above manner, the target game scene can be edited, and the update process has low overhead.

[0218] In one embodiment, the game editing method may further include the following steps:

[0219] In response to the first operation stop instruction, the edited target game scene determined according to the first editing information is controlled to be displayed in the graphical user interface.

[0220] The first stop operation instruction is an operation instruction for ending the operation mode supporting editing. In one embodiment, when the first game operation scene is displayed, an exit control may be provided in the graphical user interface, and the first stop operation instruction may be an operation instruction for the exit control. Figure 5A As shown, when the first game running scene 501 is displayed, an exit control 506 is provided. When the user clicks or long presses the exit control 506, a first operation stop instruction is generated, triggering the exit of the first game running scene 501 and returning to the target game scene, such as exiting the running mode supporting editing and returning to the editing mode or running mode. Since the first editing operation is performed in the first game running scene, after returning to the target game scene, the edited target game scene can be displayed.

[0221] In this exemplary embodiment, the edited target game scene is a game scene after the original target game scene is edited according to the first editing information. When the first editing information is obtained, the target game scene can be edited according to the first editing information to determine the edited target game scene. The target game scene can also be edited according to the first editing information at other times, such as in response to the first run stop instruction, to determine the edited target game scene, and the edited target game scene is displayed in the graphical user interface.

[0222] In one embodiment, in response to the second running stop instruction, the second game running scene displayed in the graphical user interface is controlled to be switched to the game editing scene or the target game scene.

[0223] In one embodiment, the first game running scene includes a first type of scene component model, the dynamic information of the first type of scene component model includes non-interactive dynamic information, and the first dynamic instructions associated with the non-interactive dynamic information include non-interactive dynamic instructions, which are dynamic instructions driven by non-interaction.

[0224] In one embodiment, the above-mentioned invalidating the dynamic information of the scene component model by using a corresponding processing method according to the type of the scene component model so that the scene component model does not execute the first dynamic instruction associated with the dynamic information may include the following steps:

[0225] The non-interactive dynamic information is removed so that the first type of scene component model does not execute non-interactive dynamic instructions.

[0226] For example, the non-interactive dynamic information may be deleted or temporarily deleted, or the non-interactive dynamic information may be shielded to make it ineffective. When the non-interactive dynamic information is removed, the first type of scene component model does not execute the non-interactive dynamic instructions related thereto.

[0227] In addition, in the second preset state, the non-interactive dynamic information of the first type of scene component model can be restored so that the first type of scene component model executes the non-interactive dynamic instructions.

[0228] In one embodiment, the scene component model does not execute the first dynamic instruction by removing or pausing the first motion system of the scene component model. The motion system may be a program unit responsible for motion, such as including the motion properties of the scene component model. The first motion system is a motion system for implementing the first dynamic instruction, such as including the motion properties corresponding to the non-interactive dynamic instructions of the scene component model. In the second preset state, by running the program code of the first motion system, the scene component model executes part or all of the first dynamic instructions, such as controlling the scene component model to execute non-interactive dynamic instructions through the first motion system of the scene component model. In the first preset state, the first motion system is removed or paused, so that the scene component model cannot execute the corresponding first dynamic instruction. Thereby, the first dynamic instruction can be accurately shielded in the first preset state, and there is no need to process the relevant data of the first motion system, thereby reducing overhead.

[0229] In one embodiment, the above-mentioned invalidating the dynamic information of the scene component model by using a corresponding processing method according to the type of the scene component model so that the scene component model does not execute the first dynamic instruction associated with the dynamic information may include the following steps:

[0230] The game logic corresponding to the non-interactive dynamic information is suspended, so that the first type of scene component model suspends the execution of non-interactive dynamic instructions.

[0231] The game logic corresponding to the non-interactive dynamic information may refer to the logic in the code of the non-interactive dynamic information, such as conditional relationships, etc.

[0232] In one embodiment, the game logic corresponding to the non-interactive dynamic information may include the game logic corresponding to the preset event. Part or all of the first dynamic instructions may be triggered by specific events in the game, which are preset events. For example, the non-interactive dynamic instructions include environmental change instructions, which may be triggering weather changes when event E1 occurs. For another example, the non-interactive dynamic instructions include non-physical driven motion instructions, which may be triggering the scene component model to start moving when event E2 occurs. For another example, the non-interactive dynamic instructions include non-physical driven appearance change instructions, which may be triggering the scene component model to change its appearance when event E3 occurs. Event E1, event E2, and event E3 are all preset events, and these dynamic instructions are all non-interactive dynamic instructions associated with preset events.

[0233] In the second preset state, the game logic corresponding to the preset event is executed normally, and the game logic may include: when the triggering condition of the preset event is met, the preset event is triggered; the sender of the preset event can send the preset event normally, and the sender can be a controlled virtual object, a scene component model, or a first game running scene that triggers the preset event; the receiver of the preset event can receive the preset event normally, and the receiver can be a controlled virtual object, a scene component model, or a first game running scene; the receiver executes the associated non-interactive dynamic instruction in response to receiving the preset event. In this way, the entire logical process from the generation of the preset event, to the transmission of the preset event, and then to the triggering of the non-interactive dynamic instruction by the preset event can be realized, so that the first type of scene component model can execute the non-interactive dynamic instruction associated with the preset event.

[0234] In the first preset state, the game logic corresponding to the preset event is suspended, and part or all of the game logic corresponding to the preset event can be suspended. Exemplarily, any one or more of the following links can be suspended: suspending the generation of the preset event, even if the triggering conditions of the preset event are met, the preset event is not generated; suspending the sending of the preset event, after the preset event is generated, the sender does not send the preset event; suspending the reception of the preset event, that is, after the sender sends the preset event, the receiver does not receive the preset event, or suspending the transmission of the preset event between the sender and the receiver, so that the receiver cannot receive the preset event; suspending the logic of the preset event triggering the first type of scene component model, that is, when the receiver receives the preset event, it will not execute the first type of scene component model under the driving effect of the preset event, that is, the preset event does not have a triggering effect. As a result, it is impossible to fully realize the entire logical process from the generation of the preset event, to the transmission of the preset event, and then to the triggering of the non-interactive dynamic instruction by the preset event, so that the first type of scene component model suspends the execution of the non-interactive dynamic instruction associated with the preset event.

[0235] In one embodiment, the game logic corresponding to the non-interactive dynamic information includes the game logic associated with the preset event; the game editing method may further include the following steps:

[0236] During the suspension of the game logic corresponding to the non-interactive dynamic information, the logic information of the preset events is cached;

[0237] In response to the first game running scene switching from a first preset state to a second preset state, the first type of scene component model is controlled to resume executing non-interactive dynamic instructions driven by preset events according to the cached logic information.

[0238] Among them, during the period when the first game running scene is in the first preset state, for the preset events that are generated or should be generated, the logic process of these preset events cannot be fully realized due to the suspension of the execution of the corresponding game logic, and the event information of these preset events is cached. The event information may include: the occurrence logic information of the preset event, the sending logic information, the receiving logic information, and the logic information of the triggering of the first dynamic instruction. In one embodiment, the event information may include indication information about the unexecuted game logic, which is used to determine which game logic corresponding to the preset event is not executed.

[0239] According to the cached event information, it is possible to determine which game logics that should be executed but have not been executed in the preset event, and then resume the execution of these game logics. For example, during the first game running scene being in the first preset state, if the triggering condition of the preset event is met, but the generation logic of the preset event is not executed, after switching to the second preset state, the generation logic of the preset event can be resumed according to the cached event information of the preset event to generate the preset event, and continue to execute the subsequent logical process of sending, receiving, and triggering the first dynamic instruction. If the sending logic is not executed after the preset event is generated, after switching to the second preset state, the sending process can be resumed according to the cached event information of the preset event, and the subsequent logical process of receiving and triggering the first dynamic instruction can be continued. The first game running scene is made to resume the execution of the corresponding first dynamic instruction. This increases the continuity of the first game running scene between different states, and enables the first game running scene to present a more comprehensive and sufficient scene dynamic effect in the second preset state.

[0240] In one implementation, the game logic corresponding to the unexecuted preset events may be executed in sequence according to the cache order of the preset events, so as to ensure the timing accuracy between different preset events and avoid logic errors.

[0241] By controlling the game logic corresponding to the preset event, the first game running scene can be easily switched between executing and not executing the first dynamic instruction, without making major changes to the first game running scene or the scene component model, which is conducive to reducing the amount of data processing and improving editing efficiency.

[0242] In one embodiment, a timer is provided in the first game running scene. The moment of entering the first game running scene can be taken as zero point, and the timer starts timing from zero point. In one embodiment, the game logic corresponding to the non-interactive dynamic information may include game logic associated with time. In the case where the first game running scene is in the second preset state, controlling the first game running scene to execute the first dynamic instruction may include the following steps: in the case where the first game running scene is in the second preset state, controlling the timer to perform timing, so that the first game running scene follows the timing of the timer to execute the first dynamic instruction associated with time. Correspondingly, in the case where the first game running scene is in the first preset state, controlling the first game running scene not to execute the first dynamic instruction may include the following steps: in the case where the first game running scene is in the first preset state, controlling the timer to pause timing, so that the first game running scene pauses the execution of the first dynamic instruction associated with time.

[0243] Among them, some or all of the first dynamic instructions may be dynamic instructions associated with time. For example, the first dynamic instructions include environment change instructions, which may be an environment transition between day and night when a specific moment is reached. The first dynamic instructions include non-physical driven motion instructions, which may be triggering the scene component model to start moving when a specific moment is reached, or moving according to time. The first dynamic instructions include non-physical driven appearance change instructions, which may be triggering the scene component model to change in appearance when a specific moment is reached, or changing in appearance according to time. These first dynamic instructions are all dynamic instructions associated with time.

[0244] In the second preset state, the normal timing of the timer is maintained, and the first game running scene can execute the first dynamic instruction associated with time. In the first preset state, the timing of the timer is paused, and the first dynamic instruction associated with time can be paused. For example, a certain scene component model has a non-physical driving motion instruction, and the game program can calculate the position that the scene component model needs to reach at different times according to the motion information, and then control the scene component model to reach the corresponding position at different times during the motion process, thereby realizing the motion process. In the second preset state, the timer is normally timed, so that the game program can normally control the scene component model to move to realize the non-physical driving motion instruction. In the first preset state, the timer is paused, and the game program keeps the scene component model at the corresponding position according to the current moment, so that the motion process of the scene component model is paused to achieve the effect of suspending the execution of the non-physical driving motion instruction. It should be understood that if the first game running scene is switched from the first preset state to the second preset state, the timer resumes timing and continues timing from the moment of suspension, and the first game running scene continues to execute those suspended first dynamic instructions. As in the above example, after resuming timing, the game program can continue to move the scene component model to the position corresponding to the subsequent moment, so that the motion process continues.

[0245] By controlling the timing switch of the timer, the first game running scene can be easily switched between executing and not executing the first dynamic instruction, without making major changes to the first game running scene or the scene component model, which is beneficial to reducing data processing volume and improving editing efficiency.

[0246] In one embodiment, the game logic corresponding to the non-interactive dynamic information may include the game logic edited by the user through natural language. Exemplarily, a natural language editing method may be provided in the game program, such as providing a plurality of preset natural language sentences, which correspond to pre-written computer program sentences, i.e., providing user-oriented coded natural language sentences. The user may select the natural language sentences and connect them in a certain order, and set the parameter values ​​therein (such as time, distance, movement speed, object affected, etc.). When the game is running, the game program executes the corresponding game logic according to the computer program sentences corresponding to the natural language sentences and the parameter values ​​set by the user. In this way, the user can achieve a similar coded editing effect through natural language and edit various complex game logics.

[0247] In one embodiment, the game logic corresponding to the non-interactive dynamic information may include different types of game logic. For example, in the game logic edited by the user through natural language, there are event-triggered game logic, time-triggered game logic, etc. In the first preset state, the corresponding game logic can be suspended according to the execution mode of different types of game logic, so that the first type of scene component model suspends the execution of non-interactive dynamic instructions.

[0248] It should be understood that in addition to the above-mentioned event-triggered game logic and time-triggered game logic, other types of game logic may also exist in the first game running scene, such as game logic triggered by an area, game logic triggered according to the state of a scene component model, game logic that repeatedly executes instructions, etc., and the corresponding game logic can be suspended according to its execution method to achieve the effect of pausing some or all dynamic instructions in the first preset state.

[0249] In one embodiment, the first game running scene includes a second type of scene component model, the dynamic information of the second type of scene component model includes an interactive attribute, and the first dynamic instruction associated with the interactive attribute includes an interactive dynamic instruction. Exemplarily, a controlled virtual object is provided in the first game running scene, and the controlled virtual object is configured to be controlled by a terminal device; the interactive dynamic instruction is a dynamic instruction driven by the interactive behavior of the controlled virtual object.

[0250] In one embodiment, the above-mentioned invalidation processing of the dynamic information of the scene component model using a corresponding processing method according to the type of the scene component model so that the scene component model does not execute the first dynamic instruction associated with the dynamic information includes:

[0251] The interactive attribute of the second type of scene component model is modified to non-interactive, so that the second type of scene component model does not execute interactive dynamic instructions.

[0252] Among them, the physical property of the second type of scene component model can be modified from "interactive" to "non-interactive", so that the second type of scene component model will not be affected by interactions such as collisions, and will not execute corresponding interactive dynamic instructions. Further, in response to switching from the first preset state to the second preset state, the interactive property of the second type of scene component model can be restored, such as restoring the physical property to "interactive", so that it can be affected by interactive behaviors and execute corresponding interactive dynamic instructions.

[0253] In one embodiment, when the first game running scene is in the second preset state, controlling the first game running scene to execute the first dynamic instruction may include the following steps:

[0254] In response to the first game running scene switching from the first preset state to the second preset state, the first dynamic instruction is started or continued to be executed based on the current first game running scene.

[0255] For example, when entering the first game running scene, it can be set to be in the first preset state by default, and the first game running scene does not execute the first dynamic instruction at this time. Subsequently, if the first game running scene switches from the first preset state to the second preset state, the first dynamic instruction starts to be executed based on the current first game running scene. For example, when the user edits and moves the position of the scene component model during the first game running scene in the first preset state, the scene component model starts to execute the first dynamic instruction based on the current position. Subsequently, if the first game running scene switches from the second preset state to the first preset state, the execution of the first dynamic instruction is suspended, such as the scene component model can be stationary at the current position. Subsequently, if the first game running scene switches from the first preset state to the second preset state again, the first dynamic instruction continues to be executed, such as the scene component model can be based on the current position, and then the previously suspended first dynamic instruction continues to be executed, instead of executing the first dynamic instruction from the beginning. Thus, when the first game running scene switches between the first preset state and the second preset state, information such as the position of the scene component model in the scene can be continued, so that there is a certain continuity between the first preset state and the second preset state. Furthermore, when switching states, there is no need to reset the first game running scene or reload the target game scene, and only the scene information needs to be kept, thus reducing overhead.

[0256] In one embodiment, the above-mentioned response to the game running operation in the first game running scene to control the controlled virtual object to execute the game running process instruction may include the following steps:

[0257] When the first game running scene is in the first preset state and in the second preset state, in response to the game running operation in the first game running scene, the controlled virtual object is controlled to execute the game running process instructions.

[0258] That is to say, in both the first preset state and the second preset state, the user can perform game running operations to implement game running process instructions.

[0259] In one implementation, it may also be configured that the user can perform game running operations only in the second preset state, and cannot perform game running operations in the first preset state.

[0260] Fig. 9A schematic diagram of switching between two states is shown. When switching from the scene running state (i.e., the second preset state) to the scene pause state (i.e., the first preset state), non-interactive dynamic information can be removed so that the scene component model with non-interactive dynamic information does not execute the corresponding dynamic instructions; the game logic and timer are paused so that the scene component model does not execute dynamic instructions driven by preset events and does not execute dynamic instructions driven by time; the interactive properties are modified so that the scene component model is not affected by interaction and does not execute interactive dynamic instructions; and for the controlled virtual object, no modification is required, and the user can manipulate the controlled virtual object normally. When the controlled virtual object interacts with the scene component model (such as a collision), the controlled virtual object can be affected by the interaction, such as movement caused by a collision, and the scene component model is not affected by the interaction. When switching from the scene pause state to the scene running state, the non-interactive dynamic information can be restored, so that the scene component model with non-interactive dynamic information can resume executing the corresponding dynamic instructions; start the game logic and keep the timer ticking, so that the scene component model can resume executing the preset event-driven or time-driven dynamic instructions; restore the interactive properties, so that the scene component model can be restored to the state that can be interacted with and execute interactive dynamic instructions; quickly restore the game logic that was not executed in the scene pause state according to the cached information. In this way, a high degree of continuity between the two states can be achieved.

[0261] In one implementation, the above-mentioned editing of the target game scene according to the first editing information may include the following steps:

[0262] The first editing information is divided into different types, and the target game scene is edited according to each type of the first editing information.

[0263] Fig.10 A schematic diagram of distributing and processing the first editing information is shown. The first editing information can be divided into different types according to its editing content, such as classifying the first editing information for editing coordinates into the first type, classifying the first editing information for editing angles into the second type, and so on. The first editing information can be classified and stored in the intermediate data unit. When it is necessary to edit the target game scene, the target game scene is classified and edited according to each type of first editing information, such as moving the scene component in the target game scene according to the first editing information of the first type, rotating the scene component according to the first editing information of the second type, and so on. Thereby, a more orderly editing result is achieved and the situation of editing errors is reduced.

[0264] In one embodiment, the game editing method may further include the following steps:

[0265] In response to the snapshot update instruction, the snapshot data of the first game running scene is updated according to the first editing information, so that when the first game running scene is reset, the edited first game running scene is displayed according to the updated snapshot data.

[0266] The snapshot data is a copy of the first game running scene saved at a certain moment, and can save the historical information of the first game running scene. Exemplarily, when entering the first game running scene, the initial snapshot data of the first game running scene can be saved, thereby saving its initial information.

[0267] The snapshot update instruction is an instruction that triggers the update of the snapshot data. In one embodiment, the snapshot update instruction can be triggered in response to a reset instruction for the first game running scene. Alternatively, the snapshot update instruction can be triggered when the first editing information is obtained, and the snapshot data is immediately updated according to the first editing information currently obtained. Alternatively, the snapshot update instruction can be triggered when a third preset time is reached.

[0268] According to the first editing information, the operation records of adding, deleting, modifying, etc. of the data therein can be written into the snapshot data of the first game running scene, so as to perform corresponding operations such as adding, deleting, modifying, etc. on the snapshot data, thereby updating the snapshot data. When resetting the first game running scene, the edited first game running scene is displayed according to the updated snapshot data. By means of snapshot data, fast and efficient editing processing of the first game running scene can be achieved.

[0269] In one embodiment, the target game scene includes one or more scene components, and the scene component is configured to generate a scene component model corresponding to the first game running scene. The above one or more scene components include a fixed scene component, and at least some of the attributes of the fixed scene component model corresponding to the fixed scene component are locked. Among them, the fixed scene component or the fixed scene component model is a scene component or a scene component model that will not undergo any dynamic changes in the running mode, so some or all of its attributes will not be modified, and these attributes can be locked, which can reduce the processing of these attribute data. However, considering that there may be an editing demand for the fixed scene component or the fixed scene component model in the first game running scene, when controlling the display of the first game running scene generated according to the map data in the graphical user interface, the attributes of the fixed scene component model can be unlocked, so that the unlocked attributes can be edited or the fixed scene component model can present the editing effect. For example, after the attributes are unlocked, the fixed scene component model can be deleted, which is equivalent to deleting the fixed scene component from the target game scene. This further enriches the editable content in the first game running scene.

[0270] In one implementation, when exiting the first game running scene, the properties of the locked fixed scene component or the fixed scene component model may be restored.

[0271] In one embodiment, an invisible scene component model is set in the first game running scene, such as a scene component model of a birth point, which is usually invisible to the user. The game editing method may also include at least one of the following steps:

[0272] In response to the component display operation in the first game running scene, the invisible scene component model is displayed. The component display operation is an operation triggered by the user to display the invisible scene component model, such as the user can perform the component display operation through the component display control in the first game running scene (the component display control and the component hiding control can be the same control, and the control is clicked once for the component display operation, and clicked again for the component hiding operation). Exemplarily, a visible virtual model corresponding to the invisible scene component model can be generated in the first game running scene, such as copying the invisible scene component model and giving it visible appearance attributes, thereby displaying the invisible scene component model. After the invisible scene component model is displayed, the user can edit the invisible scene component model, or can see the relationship between the invisible scene component model and other scene component models, so as to facilitate editing of other scene component models.

[0273] In response to a component hiding operation in the first game running scene, the displayed invisible scene component model is hidden. The component hiding operation is an operation triggered by a user to hide the invisible scene component model, such as a user can perform a component hiding operation through a component hiding control in the first game running scene. In response to the component hiding operation, the displayed invisible scene component model is hidden, such as the visible virtual model corresponding to the invisible scene component model can be destroyed to achieve a hiding effect.

[0274] In one embodiment, when the first game running scene is in a first preset state, the invisible scene component model is displayed; in response to the first game running scene exiting the first preset state, the displayed invisible scene component model is hidden.

[0275] In one embodiment, a timer is set in the first game running scene. The editable objects of the first game running scene include first-class objects and second-class objects. The above response to the first editing operation in the first game running scene to obtain the first editing information may include the following steps:

[0276] When the timer is at any time, respond to a first editing operation on a first type of object in a first game running scene, and obtain first editing information corresponding to the first type of object;

[0277] When the timer is at a preset time, in response to a first editing operation on a second-category object in a first game running scene, first editing information corresponding to the second-category object is obtained.

[0278] The editable object of the first game running scene may refer to a scene component model, or an attribute or parameter of a scene component model. For example, some attributes can be edited in any case and belong to the first category of objects, while some attributes can only be edited in specific cases and belong to the second category of objects. The editing operation of the second category of objects may be limited by a timer. When the timer is at a preset time, the user is allowed to edit the second category of objects, and the user may not be allowed to edit the second category of objects at other times.

[0279] Exemplarily, the first class of objects includes scene component models without binding information (meaning that there is no binding relationship with other scene component models), and the second class of objects includes scene component models with binding information. When the timer is at any time, the user can perform the first editing operation on the first class of objects. When the timer is at zero time, the user is allowed to perform the first editing operation on the second class of objects.

[0280] The exemplary embodiment of the present disclosure also provides a game editing device. Fig.11 As shown, the game editing device 1100 includes the following program modules:

[0281] The game scene loading module 1110 is configured to load a target game scene to display a first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information;

[0282] The first preset state processing module 1120 is configured to, when the first game running scene is in the first preset state, according to the type of the scene component model, use a corresponding processing method to invalidate the dynamic information of the scene component model so that the scene component model does not execute the first dynamic instruction associated with the dynamic information;

[0283] The editing operation processing module 1130 is configured to respond to a first editing operation in the first game running scene and obtain first editing information;

[0284] The second preset state processing module 1140 is configured to maintain the dynamic information when the first game running scene is in the second preset state, so that the scene component model executes the first dynamic instruction;

[0285] The game scene editing module 1150 is configured to edit the target game scene according to the first editing information.

[0286] In one embodiment, the first game running scene includes a first type of scene component model, the dynamic information of the first type of scene component model includes non-interactive dynamic information, and the first dynamic instructions associated with the non-interactive dynamic information include non-interactive dynamic instructions, and the non-interactive dynamic instructions are dynamic instructions driven by non-interaction.

[0287] In one embodiment, according to the type of the scene component model, a corresponding processing method is used to invalidate the dynamic information of the scene component model so that the scene component model does not execute a first dynamic instruction associated with the dynamic information, including: removing the non-interactive dynamic information so that the first type of scene component model does not execute the non-interactive dynamic instruction.

[0288] In one embodiment, according to the type of the scene component model, a corresponding processing method is used to invalidate the dynamic information of the scene component model, so that the scene component model does not execute a first dynamic instruction associated with the dynamic information, including: pausing the game logic corresponding to the non-interactive dynamic information, so that the first type of scene component model suspends the execution of the non-interactive dynamic instruction.

[0289] In one embodiment, the game logic corresponding to the non-interactive dynamic information includes game logic associated with a preset event; the method further includes: during the period of pausing the game logic corresponding to the non-interactive dynamic information, caching the logic information of the preset event; in response to the first game running scene switching from the first preset state to the second preset state, controlling the first type of scene component model to resume executing the non-interactive dynamic instructions driven by the preset event according to the cached logic information.

[0290] In one embodiment, the first game running scene includes a second type of scene component model, the dynamic information of the second type of scene component model includes an interactive attribute, and the first dynamic instruction associated with the interactive attribute includes an interactive dynamic instruction.

[0291] In one embodiment, according to the type of the scene component model, a corresponding processing method is used to invalidate the dynamic information of the scene component model, so that the scene component model does not execute the first dynamic instruction associated with the dynamic information, including: modifying the interactive attribute of the second type of scene component model to non-interactive, so that the second type of scene component model does not execute the interactive dynamic instruction.

[0292] In one embodiment, a controlled virtual object is provided in the first game running scene, and the controlled virtual object is configured to be controlled by the terminal device; and the interactive dynamic instruction is a dynamic instruction driven by the interactive behavior of the controlled virtual object.

[0293] In one implementation, editing the target game scene according to the first editing information includes: dividing the first editing information into different types, and editing the target game scene according to each type of first editing information.

[0294] In one embodiment, editing the target game scene according to the first editing information includes: responding to an edit save instruction, and updating map data of the target game scene according to the first editing information.

[0295] In one embodiment, the device is also used to: respond to a snapshot update instruction, update the snapshot data of the first game running scene according to the first editing information, so that when the first game running scene is reset, the edited first game running scene is displayed according to the updated snapshot data.

[0296] In one embodiment, the target game scene includes one or more scene components; the scene component corresponds to the scene component model; the response to a first editing operation in the first game running scene, obtaining first editing information, includes: displaying a selection mark in the graphical user interface, and determining a scene component model to be edited from the scene component model of the first game running scene according to the aiming direction of the selection mark; in response to the first editing operation on the scene component model to be edited, obtaining first editing information corresponding to the scene component model to be edited; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.

[0297] In one embodiment, a controlled virtual object is provided in the first game running scene, and the controlled virtual object is configured to be controlled by the terminal device; the apparatus is also used for: when the first game running scene is in the first preset state, in response to a movement control operation on the controlled virtual object, controlling the controlled virtual object to move in the first game running scene; and according to the movement state of the controlled virtual object, controlling the scene component model to be edited to follow the controlled virtual object to move in the first game running scene.

[0298] In one embodiment, in response to the movement control operation on the controlled virtual object, controlling the controlled virtual object to move in the first game running scene includes: in flight control mode, in response to the movement control operation on the controlled virtual object, controlling the controlled virtual object to move in plane and height in the first game running scene with a first preset action; in the flight control mode, turning off the physical collision properties and / or gravity properties of the scene component model to be edited; and / or in normal control mode, in response to the movement control operation on the controlled virtual object, controlling the controlled virtual object to move on a supporting surface formed by the scene component model with a second preset action; in the normal control mode, turning on the physical collision properties and / or gravity properties of the scene component model to be edited.

[0299] In one embodiment, the target game scene includes one or more scene components; the scene component corresponds to the scene component model; a controlled virtual object is set in the first game running scene, and the controlled virtual object is configured to be controlled by the terminal device; the response to the first editing operation in the first game running scene, obtaining the first editing information, includes: determining the scene component model to be edited from the scene component model in the first game running scene; hiding the controlled virtual object, and / or placing the controlled virtual object at the position of the scene component model to be edited; responding to a trigger operation on an editing operation control, obtaining the first editing information corresponding to the scene component model to be edited; the editing operation control is an operation control displayed when the scene component model to be edited is determined, or is an operation control used to control the controlled virtual object; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.

[0300] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.

[0301] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0302] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game editing method is implemented.

[0303] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0304] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0305] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0306] The computer program can be carried or transmitted by electrical, magnetic, optical, electromagnetic, infrared and other signals. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, the processor of the electronic device can be executed) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned game editing method, which includes the following steps: step S210, loading the target game scene to display the first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information; step S220, when the first game running scene is in the first preset state, according to the type of the scene component model, the dynamic information of the scene component model is invalidated by using the corresponding processing method, so that the scene component model does not execute the first dynamic instruction associated with the dynamic information; step S230, in response to the first editing operation in the first game running scene, the first editing information is obtained; step S240, when the first game running scene is in the second preset state, the dynamic information is maintained so that the scene component model executes the first dynamic instruction; step S250, the target game scene is edited according to the first editing information.

[0307] By implementing the above method steps through a computer program, a dynamic mode supporting user editing is provided, and the user can perform a first editing operation in the first game running scene, and the first game running scene has a dynamic effect. On the one hand, the user can perform a first editing operation on a dynamic scene or scene component model, which improves the flexibility of user editing. For example, the user can edit any state (such as the end state) of the scene component model during the motion process, which makes it easier to achieve the desired editing effect, without repeatedly switching between the editing mode and the running mode to view the effect or test, improving the cumbersome problem of the editing operation process in the related art, and improving the editing efficiency. On the other hand, the first game running scene has two states. In the first preset state, the scene component model does not execute the first dynamic instruction, thereby avoiding the dynamic effect of the scene from interfering with the first editing operation of the user, which is conducive to improving the accuracy of the user's editing; in the second preset state, the scene component model executes the second dynamic instruction, which can fully display the dynamic effect of the scene. In this way, by switching between the two states, the user can freely choose between editing the scene and viewing the dynamic effect, which improves the flexibility of the editing process. On the other hand, since the first game running scenario is close to the actual game running scenario, the user can more easily understand the meaning of the editing content when performing the first editing operation in the first game running scenario, which lowers the threshold for using the user editing function and is conducive to the popularization of the user editing function.

[0308] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0309] Reference below Fig.12 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.12 The electronic device 1200 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0310] like Fig.12 As shown, the electronic device 1200 may include: a processor 1210 , a memory 1220 , a bus 1230 , an I / O (input / output) interface 1240 , a network adapter 1250 , and a display 1260 .

[0311] The memory 1220 may include a volatile memory, such as a RAM 1221, a cache unit 1222, and may also include a non-volatile memory, such as a ROM 1223. The memory 1220 may also include one or more program modules 1224, such program modules 1224 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1224 may include each module in the above-mentioned device.

[0312] The processor 1210 may include one or more processing units. For example, the processor 1210 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0313] Processor 1210 can be used to execute executable instructions stored in memory 1220, such as the above-mentioned game editing method, which includes the following steps: Step S212, loading the target game scene to display the first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information; Step S220, when the first game running scene is in a first preset state, according to the type of the scene component model, a corresponding processing method is used to invalidate the dynamic information of the scene component model, so that the scene component model does not execute the first dynamic instruction associated with the dynamic information; Step S230, responding to the first editing operation in the first game running scene, obtaining the first editing information; Step S240, when the first game running scene is in a second preset state, maintaining the dynamic information, so that the scene component model executes the first dynamic instruction; Step S250, editing the target game scene according to the first editing information.

[0314] By executing the above method steps by the processor 1210, a dynamic mode supporting user editing is provided, and the user can perform the first editing operation in the first game running scene, and the first game running scene has a dynamic effect. On the one hand, the user can perform the first editing operation on the dynamic scene or scene component model, which improves the flexibility of user editing. For example, the user can edit the scene component model in any state (such as the end state) during the motion process, which makes it easier to achieve the desired editing effect, without repeatedly switching between the editing mode and the running mode to view the effect or test, improving the cumbersome problem of the editing operation process in the related art, and improving the editing efficiency. On the other hand, the first game running scene has two states. In the first preset state, the scene component model does not execute the first dynamic instruction, thereby avoiding the dynamic effect of the scene from interfering with the first editing operation of the user, which is conducive to improving the accuracy of the user's editing; in the second preset state, the scene component model executes the second dynamic instruction, which can fully display the dynamic effect of the scene. In this way, by switching between the two states, the user can freely choose between editing the scene and viewing the dynamic effect, which improves the flexibility of the editing process. On the other hand, since the first game running scenario is close to the actual game running scenario, the user can more easily understand the meaning of the editing content when performing the first editing operation in the first game running scenario, which lowers the threshold for using the user editing function and is conducive to the popularization of the user editing function.

[0315] The bus 1230 is used to realize the connection between different components of the electronic device 1200, and may include a data bus, an address bus, and a control bus.

[0316] The electronic device 1200 can communicate with one or more external devices 1300 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1240 .

[0317] The electronic device 1200 can communicate with one or more networks through the network adapter 1250. For example, the network adapter 1250 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1250 can communicate with other modules of the electronic device 1200 through the bus 1230.

[0318] The electronic device 1200 can display a graphical user interface through the display 1260, such as displaying a game editing scene, a first game running scene, a second game running scene, etc.

[0319] although Fig.12 Not shown, other hardware and / or software modules may also be provided in the electronic device 1200, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.

[0320] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".

[0321] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.

Claims

1. A game editing method, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Loading a target game scene to display a first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information; When the first game running scene is in a first preset state, according to the type of the scene component model, a corresponding processing method is used to invalidate the dynamic information of the scene component model, so that the scene component model does not execute a first dynamic instruction associated with the dynamic information; In response to a first editing operation in the first game running scene, obtaining first editing information; When the first game running scene is in a second preset state, maintaining the dynamic information so that the scene component model executes the first dynamic instruction; Edit the target game scene according to the first editing information.

2. The method according to claim 1, characterized in that The first game running scene includes a first type of scene component model, the dynamic information of the first type of scene component model includes non-interactive dynamic information, and the first dynamic instructions associated with the non-interactive dynamic information include non-interactive dynamic instructions, and the non-interactive dynamic instructions are dynamic instructions driven by non-interaction.

3. The method according to claim 2, characterized in that The method of performing invalid processing on the dynamic information of the scene component model in a corresponding processing manner according to the type of the scene component model so that the scene component model does not execute the first dynamic instruction associated with the dynamic information includes: The non-interactive dynamic information is removed so that the first type of scene component model does not execute the non-interactive dynamic instruction.

4. The method according to claim 3, characterized in that The method of performing invalid processing on the dynamic information of the scene component model in a corresponding processing manner according to the type of the scene component model so that the scene component model does not execute the first dynamic instruction associated with the dynamic information includes: The game logic corresponding to the non-interactive dynamic information is suspended, so that the first type of scene component model suspends the execution of the non-interactive dynamic instruction.

5. The method according to claim 4, characterized in that The game logic corresponding to the non-interactive dynamic information includes game logic associated with a preset event; the method further includes: During the suspension of the game logic corresponding to the non-interactive dynamic information, the logic information of the preset event is cached; In response to the first game running scene switching from the first preset state to the second preset state, the first type of scene component model is controlled to resume executing the non-interactive dynamic instructions driven by the preset event according to the cached logic information.

6. The method according to claim 1, characterized in that The first game running scene includes a second type of scene component model, the dynamic information of the second type of scene component model includes an interactive attribute, and the first dynamic instruction associated with the interactive attribute includes an interactive dynamic instruction.

7. The method according to claim 6, characterized in that The method of performing invalid processing on the dynamic information of the scene component model in a corresponding processing manner according to the type of the scene component model so that the scene component model does not execute the first dynamic instruction associated with the dynamic information includes: The interactive attribute of the second-type scene component model is modified to non-interactive, so that the second-type scene component model does not execute the interactive dynamic instruction.

8. The method according to claim 6, characterized in that A controlled virtual object is provided in the first game running scene, and the controlled virtual object is configured to be controlled by the terminal device; and the interactive dynamic instruction is a dynamic instruction driven by the interactive behavior of the controlled virtual object.

9. The method according to claim 1, characterized in that: The editing the target game scene according to the first editing information includes: The first editing information is divided into different types, and the target game scene is edited according to each type of the first editing information.

10. The method according to claim 1, characterized in that The editing the target game scene according to the first editing information includes: In response to the edit-save instruction, the map data of the target game scene is updated according to the first editing information.

11. The method according to claim 1, characterized in that: The method further comprises: In response to the snapshot update instruction, the snapshot data of the first game running scene is updated according to the first editing information, so that when the first game running scene is reset, the edited first game running scene is displayed according to the updated snapshot data.

12. The method according to claim 1, characterized in that The target game scene includes one or more scene components; the scene component corresponds to the scene component model; the response to the first editing operation in the first game running scene, obtaining the first editing information, includes: Displaying a selection mark in the graphical user interface, and determining a scene component model to be edited from the scene component models of the first game running scene according to the aiming direction of the selection mark; In response to a first editing operation on the scene component model to be edited, first editing information corresponding to the scene component model to be edited is obtained; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.

13. The method according to claim 12, characterized in that A controlled virtual object is provided in the first game running scene, and the controlled virtual object is configured to be controlled by the terminal device; the method further includes: When the first game running scene is in the first preset state, in response to a movement control operation on the controlled virtual object, controlling the controlled virtual object to move in the first game running scene; According to the moving state of the controlled virtual object, the scene component model to be edited is controlled to move following the controlled virtual object in the first game running scene.

14. The method according to claim 13, characterized in that In response to the movement control operation on the controlled virtual object, controlling the controlled virtual object to move in the first game running scene includes: In the flight control mode, in response to the movement control operation of the controlled virtual object, the controlled virtual object is controlled to move in the plane and in height in the first game running scene with a first preset action; in the flight control mode, the physical collision attribute and / or gravity attribute of the scene component model to be edited is turned off; and / or In the normal control mode, in response to the movement control operation of the controlled virtual object, the controlled virtual object is controlled to move on the supporting surface formed by the scene component model with a second preset action; in the normal control mode, the physical collision properties and / or gravity properties of the scene component model to be edited are turned on.

15. The method according to claim 1, characterized in that The target game scene includes one or more scene components; the scene components correspond to the scene component model; a controlled virtual object is provided in the first game running scene, and the controlled virtual object is configured to be controlled by the terminal device; The step of obtaining first editing information in response to a first editing operation in the first game running scene includes: Determine a scene component model to be edited from the scene component models in the first game running scene; Hiding the controlled virtual object, and / or placing the controlled virtual object at the position of the scene component model to be edited; In response to a trigger operation on an editing operation control, first editing information corresponding to the scene component model to be edited is obtained; the editing operation control is an operation control displayed when the scene component model to be edited is determined, or is an operation control for controlling the controlled virtual object; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.

16. A game editing device, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A game scene loading module is configured to load a target game scene to display a first game running scene in the graphical user interface; the first game running scene includes one or more types of scene component models, and different types of scene component models have different types of dynamic information; A first preset state processing module is configured to, when the first game running scene is in the first preset state, perform invalid processing on the dynamic information of the scene component model using a corresponding processing method according to the type of the scene component model, so that the scene component model does not execute a first dynamic instruction associated with the dynamic information; An editing operation processing module, configured to respond to a first editing operation in the first game running scene and obtain first editing information; A second preset state processing module is configured to maintain the dynamic information when the first game running scene is in the second preset state, so that the scene component model executes the first dynamic instruction; The game scene editing module is configured to edit the target game scene according to the first editing information.

17. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 15 is implemented.

18. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 15 by executing the executable instructions.