Game map generation method and device, program product and electronic equipment

By editing the attribute parameters and scene effective areas of the game map in the graphical user interface, collecting and displaying scene images, the problems of high threshold for map production and limited scene applicability in the prior art are solved, and convenient personalized map customization is achieved.

CN119587987APending Publication Date: 2025-03-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510069621.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-15
Publication Date
2025-03-11

AI Technical Summary

Technical Problem

The existing game map production methods have high operating thresholds, which cannot meet the personalized needs of users, and cannot generate scene maps that meet expectations indoors or under occlusion.

Method used

It provides a game map generation method, by displaying the game editing scene in a graphical user interface, and editing the attribute parameters of the map component, including the effective area of ​​the scene, and collecting scene images through the map camera and displaying them.

Benefits of technology

It improves the convenience of map production and personalized customization capabilities, and can flexibly create maps of outdoor and indoor scenes to meet users' different creative needs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game map generation method and device, a program product and electronic equipment, and relates to the technical field of games. The game map generation method comprises the following steps: displaying a game editing scene in a graphical user interface, wherein the game editing scene comprises a scene component; in response to an attribute editing operation for the map component, editing attribute parameters of the map component, the attribute parameters including a scene effective area corresponding to the map component, and the scene effective area being an area in the game editing scene; performing image acquisition on the scene effective area through a map camera to obtain a scene image of the scene effective area; and displaying the scene image through the map component. According to the method and the device, the editable map component is provided, so that the convenience of map making is improved, personalized customization of the map can be realized for different game scenes, the applicability is relatively high, and different creation requirements of users can be met.
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Description

Technical Field

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

[0002] With the continuous development of game technology, the complexity of game scenes is becoming higher and higher. Users need to rely on game maps to obtain scene information during the game.

[0003] In the related technology, there are two mainstream methods of producing map resources. One is that professional artists draw the corresponding map resource pictures in advance, but this method has a high operating threshold and cannot meet the personalized needs of users. The other is to add a bird's-eye view lens on the top of the controlled virtual character, and obtain map resources through real-time shooting through the lens. When the top of the character is blocked or the character is indoors, it is impossible to produce a scene map that meets the expectations, the applicability of the scene is limited, and it cannot meet the personalized needs of users.

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

[0005] The present disclosure provides a game map generation method, a game map generation device, a computer program product and an electronic device, so as to at least to some extent solve the problems in the related technology such as high operation threshold, limited scene applicability, and failure to meet the personalized needs of users.

[0006] According to a first aspect of the present disclosure, a game map generation method is provided, comprising: displaying a game editing scene in a graphical user interface, the game editing scene including a scene component; editing attribute parameters of the map component in response to an attribute editing operation on a map component, the attribute parameters including a scene valid area corresponding to the map component, the scene valid area being an area in the game editing scene; acquiring an image of the scene valid area by a map camera to obtain a scene image of the scene valid area; and displaying the scene image by the map component.

[0007] According to a second aspect of the present disclosure, a game map generating device is provided, comprising: an editing scene display module, for displaying a game editing scene in a graphical user interface, wherein the game editing scene includes a scene component; a map component editing module, for editing attribute parameters of the map component in response to an attribute editing operation on the map component, wherein the attribute parameters include a scene valid area corresponding to the map component, wherein the scene valid area is an area in the game editing scene; a scene image acquisition module, for acquiring an image of the scene valid area through a map camera to obtain a scene image of the scene valid area; and a scene image display module, for displaying the scene image through the map component.

[0008] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, which, when executed by a processor, implements the game map generation method of the first aspect and possible implementation methods thereof.

[0009] 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 game map generation method of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.

[0010] The technical solution disclosed in this disclosure has the following beneficial effects:

[0011] During the above-mentioned game map generation process, a game editing scene is displayed in a graphical user interface, and the game editing scene includes a scene component; in response to an attribute editing operation on a map component, the attribute parameters of the map component are edited, and the attribute parameters include a scene effective area corresponding to the map component, and the scene effective area is an area in the game editing scene; an image of the scene effective area is captured by a map camera to obtain a scene image of the scene effective area; and the scene image is displayed by a map component. The present disclosure provides an editable map component so that users can freely edit the attribute parameters of the map component, which not only improves the convenience of map making, but also enables personalized customization of maps for different game scenes. Furthermore, the editable attributes of the map component include a scene effective area, so that users can flexibly make maps for both outdoor and indoor scenes by controlling the scene effective area. It has strong applicability and can meet the different creative needs of users. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] Figure 1 A flowchart showing a method for generating a game map in this exemplary embodiment is shown;

[0013] Figure 2A A schematic diagram of an interface of a function entry set in this exemplary embodiment is shown;

[0014] Figure 2B A schematic diagram showing a map component bar in this exemplary embodiment;

[0015] Figure 3A A schematic diagram showing a display of a first parameter panel in this exemplary embodiment is shown;

[0016] Figure 3B A schematic diagram showing another display of the first parameter panel in this exemplary embodiment is shown;

[0017] Figure 3C A schematic diagram showing a display of another first parameter panel in this exemplary embodiment is shown;

[0018] Figure 4A A schematic diagram showing an effective area editing interface in this exemplary embodiment;

[0019] Figure 4B A schematic diagram showing a viewing frustum of a map camera in this exemplary embodiment;

[0020] Figure 5A A schematic diagram showing an interface display of a map component in this exemplary embodiment is shown;

[0021] Figure 5B A schematic diagram showing an interface display of another map component in this exemplary embodiment is shown;

[0022] Figure 6 A flowchart of making a game map in this exemplary embodiment is shown;

[0023] Figure 7 A structural block diagram of a game map generating device in this exemplary embodiment is shown;

[0024] Figure 8 An electronic device for implementing the above-mentioned game map generation method in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0025] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0026] 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.

[0027] In the related technology, there are two mainstream methods of producing map resources. One is that professional artists draw the corresponding map resource pictures in advance, but this method has a high operating threshold and cannot meet the personalized needs of users. The other is to add a bird's-eye view lens on the top of the controlled virtual character, and obtain map resources through real-time shooting through the lens. When the top of the character is blocked or the character is indoors, it is impossible to produce a scene map that meets the expectations, the applicability of the scene is limited, and it cannot meet the personalized needs of users.

[0028] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game map generation method, a game map generation device, a computer program product, and an electronic device.

[0029] In one embodiment of the present disclosure, the game map generation method can be run on a local terminal device or a server. When the game map generation method is run on a server, the game map generation method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0030] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game map generation method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for game processing. When playing the game, the player operates the client device 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 client device through the network. Finally, the client device decodes and outputs the game screen.

[0031] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0032] In an optional embodiment, reference Figure 1 As shown, a flowchart of a method for generating a game map is provided, which specifically includes the following steps S110 to S140:

[0033] Step S110, displaying a game editing scene in a graphical user interface, wherein the game editing scene includes a scene component;

[0034] Step S120, in response to the property editing operation for the map component, editing the property parameters of the map component, the property parameters including the scene effective area corresponding to the map component, the scene effective area being the area in the game editing scene;

[0035] Step S130, collecting images of the effective area of ​​the scene by using a map camera to obtain a scene image of the effective area of ​​the scene;

[0036] Step S140: displaying the scene image through a map component.

[0037] Figure 1In the method shown, by providing an editable map component, the user can freely edit the attribute parameters of the map component, which not only improves the convenience of map making, but also enables personalized customization of maps for different game scenes. Furthermore, the editable attributes of the map component include the scene effective area, so that the user can flexibly make maps for both outdoor and indoor scenes by controlling the scene effective area, which has strong applicability and can meet the different creative needs of users.

[0038] It should be noted that the game editing scene or the game running scene corresponding to the game editing scene displayed in the graphical user interface in the present disclosure is a scene screen captured by a scene camera. Among them, the scene camera is a virtual camera used to capture and form a game screen or an editing scene screen.

[0039] Below Figure 1 Provide detailed instructions for each step.

[0040] In step S110, a game editing scene is displayed in a graphical user interface, where the game editing scene includes scene components.

[0041] When the terminal device runs a game program, a game editing scene can be displayed in the graphical user interface. The game program can be a main game program, which provides a game scene editing function (such as a game editor built into the game program). When the user uses this function, the game editing scene can be displayed in the main game program. Alternatively, the game program can also be an editing program that is compatible with the main game program. The editing program can run independently without running the main game program. When the editing program is used to edit the game scene, the game editing scene is displayed.

[0042] Optionally, the graphical user interface may also be a graphical user interface provided by a game editor, which is not specifically limited in the present disclosure.

[0043] This exemplary embodiment supports players to customize editing scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or it can refer to the player.

[0044] The user can choose to create a new game scene and edit it, or can choose to edit an existing game scene. The game editing scene is the game scene currently being edited. The game editing scene may include the background of the scene and one or more generated scene components, which may be scene components that come with the game editing scene (e.g., the game program may provide preset game scenes of various styles, and the user may select a preset game scene for editing, which initially comes with scene components), or scene components that are generated by user editing, which is not specifically limited in this disclosure.

[0045] Optionally, a map setting function control may be stored in a system-level function entry set, and the map component properties of the default map component carried by the current game editing scene may be set through the triggering operation of the map setting function control. For example, in response to the triggering operation of the map setting function control, an effective area editing interface may be entered to edit the scene effective area corresponding to the map component through the effective area editing interface.

[0046] Optionally, in response to the map component adding operation, a map component may be added to the game editing scene to meet the user's map component adding needs. It should be noted that in actual applications, one or more types of map components may be added to the game editing scene, and this disclosure does not specifically limit this.

[0047] It should be noted that the map component in the present disclosure refers to an interface element used to display a scene image, which can display the entire or a partial area of ​​a scene image in a game editing scene or a game running scene.

[0048] In an optional embodiment, the above-mentioned response to the map component adding operation to add a map component to the game editing scene can be achieved through the following steps: entering the interface editor interface, and providing a map component control through the interface editor interface; responding to the map component adding operation acting on the map component control to add a map component to the game editing scene.

[0049] For example, Figure 2A As shown, a system-level function entry set 201 can be used to store interface setting function controls, and a trigger operation of the interface setting function control can be used to control the entry into the interface editor interface, such as Figure 2B The interface editor interface may include a scene interface corresponding to a game editing scene, a set of functional controls for interface editing, etc., which is not specifically limited in the present disclosure.

[0050] Exemplarily, the functional control set for interface editing may include but is not limited to a map component control. The map component control is used to provide a user with an operation for adding a map component. The operation for adding a map component may be, for example, a click operation or a drag operation on the map component control, which is not specifically limited in the present disclosure.

[0051] For example, in response to the map component adding operation acting on the map component control, an initialized map component can be generated for the game editing scene and displayed in the interface editor interface. The initialized map component can use default component attribute parameters, such as interface display position, interface display size, interface display content, etc., which are not specifically limited in this disclosure.

[0052] By controlling the addition of map components through map component controls, users can flexibly and conveniently add map components according to their own needs, which improves the freedom and richness of user editing.

[0053] In an optional implementation, the above-mentioned provision of map component controls through the interface editor interface can be achieved through the following steps: a map component bar is provided in the interface editor interface, and the map component bar contains map component controls corresponding to one or more map types.

[0054] The map component bar refers to an interface area composed of map component controls of one or more map types, such as Figure 2B As shown in the map component bar 202 in FIG. Exemplarily, the map component bar 202 can be called out from a function control set for interface editing.

[0055] Optionally, the map type may include large maps, small maps and other types of maps. Large maps can be further divided into general large maps, simple large maps, Chinese style large maps and other types, which are not specifically limited in the present disclosure. Small maps can be further divided into general small maps, simple small maps, Chinese style small maps and other types, which are not specifically limited in the present disclosure. It should be noted that a small map is a map that displays a local area of ​​a scene, which is usually small in area and updated in real time, and can provide instant character location information and an overview of the surrounding environment. A large map is a map that displays the entire area of ​​a scene, which can provide users with a full view of the game scene. Map components of different map types may have different default component attribute parameters, and there may be differences in their display content, display style, etc., which are not specifically limited in the present disclosure.

[0056] In an optional embodiment, when a map component bar containing map component controls corresponding to one or more map types is provided in the interface editor interface, the above-mentioned response to the map component adding operation acting on the map component control and adding a map component to the game editing scene can be achieved through the following steps: respond to a touch operation acting on any map component control in the map component bar, determine the target map type from one or more map types, and add a map component matching the target map type to the game editing scene.

[0057] Specifically, in response to a touch operation on any map component control in the map component bar, the map type corresponding to the triggered map component control can be determined as the target map type, and a map component matching the target map type can be added to the target game scene.

[0058] By providing candidate map types for users to choose from, users do not need to start map making from the bottom up, which can lower the threshold for map making and improve the convenience of map making.

[0059] In an optional embodiment, the above-mentioned response to the map component adding operation acting on the map component control to add the map component to the game editing scene can be achieved through the following steps: in response to the dragging operation of the map component control to the game editing scene, determine the interface adding position of the map component; based on the interface adding position, add the map component to the game editing scene.

[0060] The interface adding position refers to the adding position of the map component in the scene interface. When adding a map component to the game editing scene, you can add it on its scene interface.

[0061] For example, Figure 2B As shown, a schematic diagram of an interface for adding a map component is provided, which can respond to a drag operation 204 of any map component control to a scene interface 203 of a game editing scene, use the location where the drag operation ends as an interface adding location, and generate a map component matching the map type of the dragged map component control at the interface adding location.

[0062] By responding to the dragging operation of the map component control to the scene interface of the game editing scene, the interface addition position of the map component is determined, and the relative display position of the map component in the scene interface can be preliminarily edited, which can improve the convenience of map component position editing to a certain extent.

[0063] In step S120, in response to the property editing operation on the map component, the property parameters of the map component are edited, and the property parameters include the scene valid area corresponding to the map component, and the scene valid area is the area in the game editing scene.

[0064] The property editing operation is used to edit the property parameters of the map component, which may be an editing operation in the parameter panel or an editing operation on the property editing control displayed in the interface editor interface, and the present disclosure does not specifically limit this.

[0065] The attribute parameters may include the scene effective area corresponding to the map component, and the scene effective area refers to the scene area that the map component can display. Optionally, when the scene effective area is a cube model, the scene effective area can be represented by the center position of the cube model and the length, width and height of the cube model.

[0066] Optionally, the attribute parameters also include any one or more of the following: interface display position, interface display size, interface display style, interface display timing, and interface display content, which are not specifically limited in the present disclosure.

[0067] Among them, the interface display position refers to the relative display position of the map component in the scene interface.

[0068] Among them, the interface display size refers to the display size of the map component in the scene interface.

[0069] Among them, the interface display style refers to the display style of the map component in the scene interface, which may include but is not limited to the shape, border, background, transparency, orientation and other styles of the map component.

[0070] Among them, the interface display timing refers to the display timing of the map component in the scene interface, such as the timing of making the map component visible, the timing of hiding the map component, etc., and the present disclosure does not make specific limitations on this.

[0071] Among them, the interface display content refers to the content displayed in the map component scene interface, which may include but is not limited to the main control character signal, friendly character signal, enemy character signal, character direction, map scale, etc. This disclosure does not make specific limitations on this.

[0072] In an optional implementation, the interface display position may be edited by the following steps: in response to a move operation on a map component, the interface display position of the map component is edited.

[0073] Exemplarily, in response to a selection operation of the map component, the map component can be controlled to be in an editable state; when the map component is in the editable state, in response to a drag operation on the map component, the map component can be controlled to move on the scene interface of the game editing scene to edit the interface display position of the map component.

[0074] By moving the map component, users can intuitively and conveniently adjust the relative display position of the map component in the scene interface.

[0075] In an optional embodiment, step S120 edits the attribute parameters of the map component in response to an attribute editing operation on the map component, which can be achieved by the following steps: displaying a first parameter panel in the interface editor interface; including one or more attribute editing controls associated with the map component in the first parameter panel; and editing the attribute parameters of the map component in response to the editing operation on the attribute editing control.

[0076] For example, Figure 3A As shown, a display schematic diagram of a first parameter panel is provided. Exemplarily, in response to the selection operation of the map component 301, the map component can be controlled to be in an editable state, and the interface component editing control 302 can be displayed in the interface editor interface, and in response to the touch operation of the interface component editing control 302, the first parameter panel 303 can be displayed. It should be noted that when the map component is in an editable state, other interface component editing controls can also be displayed in the interface editor to assist the user in editing, and this disclosure does not specifically limit this.

[0077] Among them, the first parameter panel may include one or more property editing controls associated with the map component, such as horizontal flip, vertical flip, auto-hide, relative binding position and other controls, which are not specifically limited in the present disclosure. Editing the property parameters of the map component through the first parameter panel can meet the user's convenient map making needs. Among them, the horizontal flip control is used to control the map component to flip horizontally; the vertical flip control is used to control the map component to flip vertically; the auto-hide control is used to control the map component to hide after displaying a preset time, wherein the preset time can be configured by the system or customized by the user, which is not specifically limited in the present disclosure; the relative binding position is used to control the interface display position of the map component.

[0078] For example, Figure 3A Taking the relative binding position control in the first parameter panel 303 as an example, a parameter list or a simulated scene interface can be displayed in response to the triggering operation of the relative binding position control, so as to edit the relative distance of the map component from the boundary of the scene interface through the parameter list or the simulated scene interface, and obtain the interface display position, so that the map component can adapt to different terminal display interfaces. Among them, the simulated scene interface can be displayed in the form of a boundary box, so that the user can intuitively configure the interface display position of the map component, and this disclosure does not specifically limit this.

[0079] Optionally, the first parameter panel may also include property editing controls associated with the map component, such as scale, map orientation, map border, map background, and transparency. Figure 3B As shown. The scale control is used to control the ratio between the size of the scene image and the size of the game scene or the ratio between the size of the game scene and the size of the scene image; the map orientation is used to control the orientation of the map camera; the map border control is used to control whether the map component displays a border; the map background control is used to control the background color of the map component; and the transparency control is used to control the transparency of the map component.

[0080] by Figure 3B For example, the map orientation control in the example above can be used to select a specific map orientation through its corresponding drop-down button. For example, the drop-down button of the map orientation control may include but is not limited to the positive Y axis, negative Y axis, positive X axis, negative X axis, positive Z axis, and negative Z axis, from which the user can select a specific map orientation, such as the positive Y axis. When the map orientation is the positive Y axis, it means that the map camera is located in the positive Y axis direction of the scene effective area, and the image is collected in the scene effective area.

[0081] Optionally, the first parameter panel may also include a map name edit box, a default display control switch, a display master character switch, a display friendly character control switch, a display character orientation control switch, a display enemy character control switch, a display guide point control switch, and other property editing controls associated with the map component, such as Figure 3C As shown, the present disclosure is not specifically limited to this.

[0082] It should be noted that the property editing controls contained in the first parameter panel corresponding to different types of map components may be different, and the system can be configured differently according to the map type, and this disclosure does not make specific limitations on this.

[0083] In an optional embodiment, step S120 edits the property parameters of the map component in response to a property editing operation on the map component, and can also be achieved by the following steps: displaying one or more property editing controls associated with the map component at an associated position of the map component; and editing the property parameters of the map component in response to an editing operation on the property editing controls.

[0084] The associated position of the map component may be, for example, a corner or an edge of the map component. Exemplarily, in response to a selection operation of the map component, one or more property editing controls may be displayed at the associated position of the map component.

[0085] Optional, such as Figure 3A , Figure 3B and Figure 3C As shown, after the map component is selected, a property editing control, such as a zoom control, a rotation control, a copy control, a move control, etc., can be displayed at the associated position of the map component, and the present disclosure does not specifically limit this. Among them, the zoom control can be used to adjust the interface display size, the rotation control can be used to control the map component to rotate to adjust the interface display direction, the copy control can be used to copy the component, and the move control can be used to adjust the interface display position.

[0086] Some attribute editing controls that are frequently used by users can be displayed at the associated position of the map component or at the preset position of the graphical user interface to improve the convenience of user editing.

[0087] It should be noted that, in the present disclosure, a property editing control can edit property parameters that match it, and different property editing controls can edit different property parameters.

[0088] In an optional embodiment, in response to the property editing operation for the map component in step S120, editing the property parameters of the map component can be achieved by the following steps: controlling the display of the valid area selection interface corresponding to the first perspective, the valid area selection interface displays the game editing scene under the first perspective; in response to the perspective adjustment operation, adjusting the first perspective to the second perspective, and controlling the valid area selection interface to display the game editing scene under the second perspective; determining the scene valid area of ​​the map component according to the valid area selection interface after the perspective adjustment.

[0089] The first perspective and the second perspective are different perspectives of the map camera. The first perspective is the perspective of the map camera before adjustment. The second perspective is the perspective of the map camera after adjustment. Exemplarily, the effective area selection interface may display a camera shooting control, and after the first perspective is adjusted to the second perspective, in response to the touch operation of the camera shooting control, the perspective at the time of triggering the camera shooting control, that is, the scene area covered by the second perspective, may be determined as the scene effective area.

[0090] The effective area selection interface displays the scene area covered by the scene camera at a specific viewing angle, allowing free selection of the scene effective area.

[0091] In an optional embodiment, a scene selection operation object is created in a game editing scene; in step S120, in response to the attribute editing operation on the map component, the attribute parameters of the map component are edited, which can be achieved through the following steps: in response to the attribute editing operation on the scene selection operation object, the attribute parameters of the scene selection operation object are edited; the attribute parameters include the size of the scene selection operation object and the position of the scene selection operation object; based on the attribute parameters of the scene selection operation object, the scene effective area of ​​the map component is determined.

[0092] The scene selection operation object is used to select the effective area of ​​the scene, and may be a model with a certain volume.

[0093] Optionally, a scene selection operation object may be created in a game editing scene according to a preset default size and a preset default position.

[0094] Optionally, the scene selection operation object is a cube model, and creating the scene selection operation object in the above-mentioned game editing scene can be achieved through the following steps: creating a cube model in the game editing scene, and the cube model is configured to determine the size and / or position of the cube model in response to the attribute editing operation.

[0095] The property editing operation for the scene selection operation object may be, for example, the size and position editing operation of the scene selection operation object in the game editing scene. Taking the scene selection operation object as a cube model as an example, the size of the cube model, such as length, width, and height, may be adjusted in response to the size editing operation for the cube model; the position of the cube model may be adjusted in response to the position adjustment for the cube model.

[0096] It should be noted that the length, width and height of the cube model in the present disclosure may be the same or different, and the size thereof may be configured by the user, and the present disclosure does not make any specific limitation on this.

[0097] Optionally, the coverage area corresponding to the scene selection operation object can be used as the scene valid area, and the scene outside the coverage area corresponding to the scene selection operation object can be cropped as the scene invalid area.

[0098] Taking a multi-story building in a game editing scene as an example, by editing the scene selection operation object, each floor of the multi-story building can be cut into a spatial area and saved so as to create a floor map.

[0099] By editing the size and position of the scene selection operation object, the game editing scene can be freely cut, allowing users to flexibly edit the effective area of ​​the scene as needed to meet personalized map production needs.

[0100] In an optional implementation, a map setting function control may be stored in a system-level function entry set, and the map component properties (e.g., scene valid area) of the default map component carried by the current game editing scene may be set through the triggering operation of the map setting function control. For example, in response to the triggering operation of the map setting function control, an effective area editing interface may be entered, and a scene selection operation object may be created in the game editing scene, and the scene selection operation object may be controlled to enter an editable state, so that the user may edit the scene selection operation object in the effective area editing interface, thereby determining the scene valid area of ​​the map component.

[0101] In an optional embodiment, the scene selection operation object can be controlled to enter an editable state through the following steps: in response to a valid area editing operation on a map component, the scene selection operation object is controlled to enter an editable state, wherein the editable state is configured to edit attribute parameters of the scene selection operation object.

[0102] The valid area editing operation may be, for example, a triggering operation on a valid area editing control.

[0103] Exemplarily, the valid area editing control may be displayed in the interface editor interface or in the first parameter panel, and the present disclosure does not specifically limit this.

[0104] Optionally, taking the display of the valid area editing control in the first parameter panel as an example, the above-mentioned response to the valid area editing operation on the map component to control the scene selection operation object to enter an editable state can be achieved through the following steps: displaying the first parameter panel in the interface editor interface; including the valid area editing control in the first parameter panel; in response to the triggering operation of the valid area editing control, jumping from the interface editor interface to the valid area editing interface to make the scene selection operation object enter an editable state.

[0105] Among them, the effective area edit control is as follows Figure 3A In the first parameter panel 303 in the configuration corresponding scene area control 304. In response to the triggering operation of the effective area editing control 304, the interface editor interface jumps to the configuration corresponding scene area control 304. Figure 4A The effective area editing interface is shown to enable the scene selection operation object to enter an editable state.

[0106] It should be noted that the map component in the valid area editing interface can be selected by default. The user cannot deselect the map component or select other component objects to avoid user misoperation. The user can exit the editable state of the scene selection operation object at any time through the exit control in the valid area editing interface after the valid area editing is completed or during the valid area editing process.

[0107] After the scene selection operation object enters the editable state, the attribute parameters of the scene selection operation object can be edited in response to the attribute editing operation on the scene selection operation object.

[0108] Optionally, the above-mentioned response to the attribute editing operation on the scene selection operation object and editing the attribute parameters of the scene selection operation object can be achieved through the following steps: controlling the display of the effective area editing interface, the effective area editing interface includes the game editing scene and the scene selection operation object; in response to triggering the editing operation through the scene selection operation object, controlling the adjustment of the size and / or position of the scene selection operation object displayed in the game editing scene.

[0109] For example, Figure 4A As shown, a schematic diagram of an effective area editing interface is provided, and the effective area editing interface may include a game editing scene 401 and a scene selection operation object 402.

[0110] For example, Figure 4AAs shown, the effective area editing interface may display editing controls such as area movement and area zoom. For example, in response to the triggering operation of the area movement control, a coordinate axis control may be displayed on the scene selection operation object, and in response to the movement control operation of the coordinate axis control, the position of the scene selection operation object displayed in the game editing scene may be controlled and adjusted. For example, in response to the triggering operation of the area zoom control, the size of the scene selection operation object displayed in the game editing scene may be controlled and adjusted.

[0111] By adjusting the size and / or position of the scene selection operation object displayed in the game editing scene through the interface control, the user can easily customize the effective area of ​​the scene.

[0112] For example, Figure 4A As shown, an area rotation control can also be displayed in the valid area editing interface, which can respond to the triggering operation of the area rotation control to control and adjust the rotation angle of the scene selection operation object in the game editing scene so as to be suitable for the selection of scene areas of various forms.

[0113] Optionally, when the valid area editing interface includes a second parameter panel and the second parameter panel includes size editing entries and / or position editing entries, the following steps can also be performed: in response to the editing operation of the size editing entry, control the size of the scene selection operation object displayed in the game editing scene; in response to the editing operation of the position editing entry, control the position of the scene selection operation object displayed in the game editing scene.

[0114] For example, Figure 4A As shown, the effective area editing interface may also include an area setting control 403. In response to a touch operation of the area setting control 403, a second parameter panel 404 may be displayed in the effective area editing interface. The second parameter panel may include but is not limited to size editing entries and / or position editing entries.

[0115] Exemplarily, a valid area editing interface can be controlled to be displayed, the valid area editing interface including a game editing scene and a scene selection operation object; a second parameter panel can be controlled to be displayed in the valid area editing interface, the second parameter panel including a size editing entry and / or a position editing entry; in response to an editing operation of the size editing entry, the size of the scene selection operation object displayed in the game editing scene can be controlled to be adjusted; in response to an editing operation of the position editing entry, the position of the scene selection operation object displayed in the game editing scene can be controlled to be adjusted.

[0116] By adjusting the size and / or position of the scene selection operation object displayed in the game editing scene through the parameter panel, users can easily customize the effective area of ​​the scene.

[0117] After the scene effective area is edited, step S130 may be executed.

[0118] In step S130, the map camera is used to collect images of the effective area of ​​the scene to obtain a scene image of the effective area of ​​the scene.

[0119] Among them, the map camera refers to a virtual camera that captures the valid scene area in the game editing scene and displays it on the map component.

[0120] For example, the map camera can be an orthographic camera. It should be noted that the size of objects in an orthographic camera does not change with the distance from the camera. No matter how close or far the object is from the camera, its displayed size is fixed; the orthographic camera uses parallel projection to project objects in the scene directly onto the screen, which means that all parallel lines remain parallel in the projection; the viewing cone of an orthographic camera is a cuboid (or cube).

[0121] In an optional implementation, the above-mentioned image acquisition of the effective area of ​​the scene through the map camera can be achieved through the following steps: selecting the operation object according to the scene and determining the camera parameters of the map camera; and acquiring images of the game editing scene according to the camera parameters of the map camera.

[0122] The camera parameters of the map camera may include but are not limited to the position, orientation, viewport, depth of field, image acquisition direction and other parameters of the map camera.

[0123] For example, the camera parameters of the map camera can be determined based on parameters such as the size, position, and rotation angle of the scene selection operation object, and based on the camera parameters of the map camera, image acquisition is performed on the scene valid area in the game editing scene that matches the scene selection operation object to provide image content support for the display of the map component.

[0124] In an optional embodiment, the scene selection operation object is a cube model, and the cube model is composed of multiple faces. The above-mentioned determination of the camera parameters of the map camera based on the scene selection operation object can be achieved through the following steps: responding to the orientation editing instruction, determining the first target face from the multiple faces of the cube model; determining the orientation of the map camera according to the first target face.

[0125] The direction of the map camera can be set by the system or by the user. Figure 3B The map direction shown is determined by the editing operation, and the present disclosure does not specifically limit this.

[0126] Specifically, in response to the orientation editing instruction, the first target surface can be determined from multiple surfaces of the cube model; and a map camera can be placed on the side where the first target surface is located, and the map camera can be directed toward the first target surface. Taking the positive Y axis as an example, the orientation editing instruction can be used to take the surface of the cube model with a Y coordinate greater than 0 and perpendicular to the Y axis as the first target surface, and the map camera can be directed toward the first target surface to collect images of the effective area of ​​the scene.

[0127] Optionally, the first target surface may be any other surface of the multiple surfaces of the cube model except the ground, for example, it may be any surface of the top surface, front surface, back surface, left surface, and right surface of the cube model.

[0128] Through the orientation editing command, users can customize the orientation of the map camera in order to create maps from different perspectives, such as a bird's-eye view, a horizontal view, etc., to enhance the richness and diversity of the map.

[0129] In an optional implementation, the above-mentioned selecting the operation object according to the scene and determining the camera parameters of the map camera can be achieved by the following steps: determining the position of the map camera according to the first target surface and a preset distance away from the first target surface.

[0130] The preset distance may be pre-set by the system or customized by the user, and this disclosure does not specifically limit this.

[0131] Exemplarily, the map camera may be placed at the center of one side of the first target surface and the distance between the map camera and the first target surface is a preset distance.

[0132] The position of the map camera is determined through one side of the first target surface so that the map camera can capture the scene image within the effective area of ​​the scene, that is, the cube model, to provide parameter support for the camera parameters of the map camera.

[0133] In an optional implementation, the above-mentioned selecting the operation object according to the scene and determining the camera parameters of the map camera can be achieved through the following steps: determining the viewing frustum of the map camera according to the cube model.

[0134] Exemplarily, the viewing frustum of the map camera may be determined according to the size and position of the cube model.

[0135] Optionally, when the map camera is an orthographic camera, the viewing frustum may coincide with the cube model. Figure 4B As shown, a schematic diagram of the viewing frustum of a map camera is provided.

[0136] Optionally, the above-mentioned determination of the viewing frustum of the map camera based on the cube model can be achieved through the following steps: determining the near plane of the viewing frustum based on the first target plane; determining the far plane of the viewing frustum based on the second target plane among the multiple planes, wherein the second target plane is the plane opposite to the first target plane among the multiple planes; and determining the viewing frustum based on the near plane and the far plane.

[0137] Exemplarily, the first target surface may be used as the near plane of the viewing frustum, that is, the surface closest to the map camera; and the surface opposite to the first target surface may be used as the far plane of the viewing frustum, that is, the surface farthest from the map camera.

[0138] For example, when the map camera is an orthographic camera, the cube area constructed between the near plane and the far plane can be used as the viewing frustum, so that the viewing frustum can overlap with the cube model, such as Figure 4B shown.

[0139] Optionally, the above determination of the viewing frustum based on the near plane and the far plane can be achieved through the following steps: according to the size parameters of the near plane and the distance parameters from the near plane to the far plane, respectively determine the viewport parameters and the depth of field parameters of the map camera; according to the viewport parameters and the depth of field parameters of the map camera, obtain the viewing frustum.

[0140] For example, the size parameters of the near plane, such as the length and width of the near plane, may be used as the length and width of the viewport of the map camera.

[0141] Exemplarily, the distance parameter from the near plane to the far plane may be used as the depth of field parameter of the map camera.

[0142] After determining the viewport parameters and depth of field parameters of the map camera, a viewing frustum can be constructed according to the viewport parameters and depth of field parameters of the map camera so that the viewing frustum coincides with the cube model.

[0143] In an optional implementation, the following steps may also be performed: by adjusting the viewport rotation parameters of the map camera, the image acquisition angle of the map camera is controlled so that the image acquisition angle of the map camera and the scene coordinate axis corresponding to the cube model satisfy a preset correspondence.

[0144] The length and width of the viewport affect the length and width of the captured image. Therefore, the image capture angle of the map camera can be controlled by adjusting the viewport rotation parameters of the map camera.

[0145] Exemplarily, the viewport rotation parameter may include one of 0°, 90°, 180°, and 270°.

[0146] Exemplarily, the preset correspondence may include: when the plane formed by the length and width of the map camera acquisition screen is parallel to the plane formed by the Y-axis and X-axis corresponding to the cube model, the width of the map camera acquisition screen corresponds to the Y-axis corresponding to the cube model, and the length of the map camera acquisition screen corresponds to the X-axis corresponding to the cube model; when the plane formed by the length and width of the map camera acquisition screen is parallel to the plane formed by the Z-axis and X-axis corresponding to the cube model, the width of the map camera acquisition screen corresponds to the Z-axis corresponding to the cube model, and the length of the map camera acquisition screen corresponds to the X-axis corresponding to the cube model; when the plane formed by the length and width of the map camera acquisition screen is parallel to the plane formed by the Z-axis and Y-axis corresponding to the cube model, the width of the map camera acquisition screen corresponds to the Y-axis corresponding to the cube model, and the length of the map camera acquisition screen corresponds to the Z-axis corresponding to the cube model.

[0147] Optionally, the preset corresponding relationship may be a system configuration parameter or may be customized by a user, and this disclosure does not specifically limit this.

[0148] By adjusting the viewport rotation parameters of the map camera so that the image acquisition angle of the map camera and the scene coordinate axis corresponding to the cube model meet the preset correspondence, the length and width of the image captured by the map camera can be more in line with the user's map browsing habits.

[0149] After obtaining the scene image of the scene effective area, step S140 may be executed to perform map preview.

[0150] In step S140, the scene image is displayed through the map component.

[0151] Exemplarily, a scene image may be displayed in the map component according to attribute parameters of the map component, such as interface display position, interface display size, interface display style, interface display timing, interface display content, etc., to preview the produced map.

[0152] For example, Figure 3A As shown, in the editing stage, in response to the triggering operation of the "Generate Scene Area Map" control 305 in the first parameter panel, the map camera can be used to capture images of the scene's effective area to obtain the latest scene image of the scene's effective area; and the latest scene image can be displayed through the map component to achieve real-time preview of the map scene.

[0153] Optionally, the map camera can observe the scene according to its set attribute parameters (such as the effective area of ​​the scene) and output the observed scene image to the map component. During this process, the rendering engine can adapt and crop the scene image according to the interface size and shape of the map component to ensure that the content can be correctly displayed in the map component.

[0154] In an optional embodiment, displaying the scene image through the map component in step S140 can be achieved through the following steps: determining the map component as the rendering target of the map camera; outputting the scene image to the rendering target; rendering the rendering target containing the scene image to a graphical user interface, so as to display the scene image through the map component.

[0155] The rendering target is the output destination of image rendering. Specifically, the map component can be used as the rendering target of the map camera, the scene image collected by the map camera is output to the rendering target of the map camera, and the rendering target containing the scene image is rendered to the corresponding position of the graphical user interface, so that the user can preview the map during the game editing process.

[0156] Setting the rendering target of the map camera to the map component can save rendering resources and achieve more flexible and customized map design.

[0157] Optionally, the above-mentioned output of the scene image to the rendering target can be achieved through the following steps: obtaining the image resolution, and processing the scene image according to the image resolution and the parameters of the rendering target; transmitting the processed scene image to the rendering target.

[0158] Among them, image resolution refers to the number of pixels per inch in the image. The higher the resolution, the more pixels in the image and the higher the image quality.

[0159] Optionally, when obtaining the image resolution, the image resolution can be determined according to the size of the scene effective area; the image resolution is negatively correlated with the size of the scene effective area. That is, the smaller the size of the scene effective area, the higher the image resolution; the smaller the size of the scene effective area, the lower the image resolution, which can avoid blurring due to too small images when users use small scenes, and wasting performance due to too large images when using large scenes.

[0160] Exemplarily, when the size of the scene effective area is smaller than the first preset size, the first resolution is used as the picture resolution; when the size of the scene effective area is greater than or equal to the first preset size and smaller than the second preset size, the second resolution is used as the picture resolution; when the size of the scene effective area is greater than or equal to the second preset size, the third resolution is used as the picture resolution. The second preset size is greater than the first preset size, the first resolution is greater than the second resolution, and the second resolution is greater than the third resolution.

[0161] It is understandable that the higher the image resolution, the smaller the scene unit length corresponding to one pixel; the lower the image resolution, the higher the scene unit length corresponding to one pixel. In actual application, the scene unit length corresponding to the pixel can also be determined according to the size of the effective area of ​​the scene, so as to process the scene image according to the scene unit length corresponding to the pixel and the parameters of the rendering target; the processed scene image is transmitted to the rendering target; wherein the scene unit length corresponding to the pixel is positively correlated with the size of the effective area of ​​the scene.

[0162] Optionally, the rendering target parameters include the size of the rendering target, and the interface display size of the map component can be adjusted in response to an editing operation on the interface display size of the map component; the size of the rendering target is determined according to the adjusted interface display size of the map component. Exemplarily, the editing operation on the interface display size of the map component can be, for example, Figure 3B and Figure 3C Editing operations for zoom controls in .

[0163] Determining the size of the rendering target according to the interface display size of the map component can ensure that the scene image can be correctly displayed in the map component.

[0164] In an optional embodiment, the following steps may also be performed: in response to a run instruction, a game running scene corresponding to the game editing scene is displayed in a graphical user interface; according to the attribute parameters of the map component, the map component is controlled to be displayed in the graphical user interface, and the scene image is displayed through the map component.

[0165] Among them, the game running scene refers to a scene loaded in the running mode to support user play, and the game editing scene refers to a scene loaded in the editing mode to support user editing.

[0166] Exemplarily, during the running of the game, the map component can be displayed in the graphical user interface according to the interface display position, interface display size, interface display style, interface display timing, interface display content, etc. of the map component, and the scene image can be displayed through the map component.

[0167] Exemplarily, during the running of the game, when the scene image is displayed through the map component, the map component can be determined as the rendering target of the map camera; the image resolution is obtained, and the scene image is processed according to the image resolution and the parameters of the rendering target; the processed scene image is transmitted to the rendering target; the rendering target containing the scene image is rendered to a graphical user interface to display the scene image through the map component.

[0168] During the game, the scene image is displayed through the map component to meet the user's viewing needs for the scene map during the game.

[0169] In an optional embodiment, the game running scene includes a virtual character, and the scene image is displayed through a map component, which can be achieved through the following steps: according to the position of the virtual character in the game running scene, the character signal is displayed at the relevant position of the scene image displayed by the map component.

[0170] For example, the virtual character here can be the main virtual character in the game running process. When the main character switch in the attribute parameters associated with the map component is turned on, the character signal of the virtual character can be displayed at the relevant position of the scene image displayed by the map component according to the position of the virtual character in the game running scene. When the direction control switch in the attribute parameters associated with the map component is turned on, the character signal can be a signal mark with a direction indication. Figure 5A Map component 501 and Figure 5B As shown in the map component 502.

[0171] In an optional embodiment, when the map component displays the complete area of ​​the scene image, it can respond to the movement control operation of the virtual character in the game running scene, and control the character signal of the virtual character to move on the scene image displayed by the map component, while the scene image area displayed by the map component remains unchanged.

[0172] For example, Figure 5A As shown, when the map type corresponding to the map component 501 is to display the complete area of ​​the scene image, the scene image area displayed by the map component does not move with the virtual character, and the virtual character here can be the main control virtual character during the game running process. In response to the movement control operation of the virtual character in the game running scene, the virtual character can be controlled to move in the game scene, and the position of the character signal of the virtual character on the scene image displayed by the map component can be adaptively adjusted, so that the user can view the position of the virtual character from a global perspective.

[0173] In an optional embodiment, the map component displays a local area of ​​the scene image, and can control the movement of the scene image area displayed by the map component in response to the movement control operation of the virtual character in the game running scene, so that the position of the character signal of the virtual character relative to the map component remains unchanged.

[0174] For example, Figure 5BAs shown, when the map type corresponding to the map component 502 is a local area of ​​a scene image, the scene image area displayed by the map component can move with the virtual character, and the virtual character here can be a main control virtual character in the game running process. In response to the movement control operation of the virtual character in the game running scene, the virtual character can be controlled to move in the game scene, and the scene image area displayed by the map component can be adaptively adjusted so that the position of the character signal of the virtual character relative to the map component remains unchanged, for example, always located in the central area, so that the user can browse the surrounding scene of the virtual character.

[0175] In an optional implementation, the local area displayed by the map component may be determined from the scene image according to the position information of the virtual character in the game running scene and the interface display size of the map component.

[0176] Exemplarily, the virtual character here can be the main control virtual character during the game running process. The mapping position of the virtual character in the scene image can be determined according to the position information of the virtual character in the game running scene, and an image area matching the interface display size is selected from the scene image with the mapping position as the center as the local area displayed by the map component.

[0177] In an optional embodiment, the above-mentioned response to the movement control operation of the virtual character in the game running scene, controlling the scene image area displayed by the map component to move so that the position of the character signal of the virtual character relative to the map component remains unchanged, can be achieved through the following steps: responding to the movement control operation of the virtual character in the game running scene, determining the character movement distance and the character movement direction; taking the direction opposite to the character movement direction as the map movement direction; determining the map movement distance based on the character movement distance and the scale parameter of the map component; controlling the scene image area displayed by the map component to move based on the map movement direction and the map movement distance, so that the position of the character signal of the virtual character relative to the map component remains unchanged.

[0178] The scale parameter refers to the ratio between the size of the scene image and the size of the game scene. For example, the virtual character here can be the main virtual character in the game process. By moving the scene image in the opposite direction of the virtual character, the position of the virtual character can always be located at a specific relative position of the map component for easy viewing by users.

[0179] Optionally, when the map component displays the complete area of ​​the scene image, since the scene image is captured from the effective area of ​​the scene, if a virtual character moves outside the effective area of ​​the scene, the corresponding character signal will no longer be displayed.

[0180] Optionally, when the map component displays a partial area of ​​the scene image, since the master virtual character must always be located at a specific relative position of the map component, if the master virtual character moves outside the valid area of ​​the scene, the map component will no longer be displayed or the map component will no longer display the scene image.

[0181] For example, Figure 6 As shown, a flowchart of making a game map is provided, which may specifically include the following steps:

[0182] Step S601, displaying a game editing scene in a graphical user interface, wherein the game editing scene includes scene components;

[0183] Step S602, in response to the map component adding operation, adding a map component to the game editing scene, and creating a scene selection operation object in the game editing scene;

[0184] Step S603, in response to the attribute editing operation on the scene selection operation object, editing the attribute parameters of the scene selection operation object; the attribute parameters include the size of the scene selection operation object and the position of the scene selection operation object;

[0185] Step S604, determining the scene effective area of ​​the map component based on the attribute parameters of the scene selection operation object;

[0186] Step S605, collecting images of the effective area of ​​the scene by using a map camera to obtain a scene image of the effective area of ​​the scene;

[0187] Step S606: display the scene image through the map component.

[0188] The exemplary embodiment of the present disclosure also provides a game map generating device, referring to Figure 7 As shown, the game map generating device 700 may include the following program modules:

[0189] The editing scene display module 710 is used to display the game editing scene in the graphical user interface, and the game editing scene includes scene components;

[0190] A map component editing module 720, for editing the attribute parameters of the map component in response to the attribute editing operation on the map component, wherein the attribute parameters include the scene effective area corresponding to the map component, and the scene effective area is the area in the game editing scene;

[0191] The scene image acquisition module 730 is used to acquire images of the scene effective area through a map camera to obtain a scene image of the scene effective area;

[0192] The scene image display module 740 is used to display the scene image through the map component.

[0193] In an optional implementation, based on the above solution, the game map generating device 700 further includes: a map component adding module, which adds a map component to the game editing scene in response to a map component adding operation.

[0194] In an optional embodiment, based on the aforementioned scheme, the map component adding module includes: a map component control providing module, used to enter the interface editor interface and provide the map component control through the interface editor interface; an adding operation response module, used to respond to the map component adding operation acting on the map component control, and add the map component to the game editing scene.

[0195] In an optional embodiment, based on the aforementioned scheme, a map component control providing module can be configured as follows: a map component bar is provided in the interface editor interface, and the map component bar contains map component controls corresponding to one or more map types; an operation response module is added, which can be configured as follows: in response to a touch operation acting on any map component control in the map component bar, a target map type is determined from one or more map types, and a map component matching the target map type is added to the game editing scene.

[0196] In an optional embodiment, based on the aforementioned scheme, an operation response module is added and can be configured as: in response to the dragging operation of the map component control to the game editing scene, determining the interface addition position of the map component; based on the interface addition position, adding the map component to the game editing scene.

[0197] In an optional implementation, based on the above solution, the attribute parameter further includes any one or more of the following:

[0198] Interface display position, interface display size, interface display style, interface display timing, and interface display content.

[0199] In an optional implementation, based on the above solution, the map component editing module 720 includes: an interface display position editing module for editing the interface display position of the map component in response to a move operation on the map component.

[0200] In an optional embodiment, based on the aforementioned scheme, the map component editing module 720 can be configured to: display a first parameter panel in the interface editor interface; the first parameter panel includes one or more property editing controls associated with the map component; and edit the property parameters of the map component in response to the editing operation on the property editing control.

[0201] In an optional embodiment, based on the aforementioned scheme, the map component editing module 720 can be configured to: display one or more property editing controls associated with the map component at the associated position of the map component; and edit the property parameters of the map component in response to the editing operation on the property editing control.

[0202] In an optional embodiment, based on the aforementioned scheme, the map component editing module 720 can be configured to: control the display of a valid area selection interface corresponding to the first perspective, the valid area selection interface displays the game editing scene under the first perspective; in response to the perspective adjustment operation, adjust the first perspective to the second perspective, and control the valid area selection interface to display the game editing scene under the second perspective; determine the scene valid area of ​​the map component according to the valid area selection interface after the perspective adjustment.

[0203] In an optional embodiment, based on the aforementioned scheme, the game map generating device 700 also includes: an operation object creation module, which is used to create a scene selection operation object in the game editing scene; a map component editing module 720, including: an operation object editing module, which is used to edit the attribute parameters of the scene selection operation object in response to the attribute editing operation on the scene selection operation object; the attribute parameters include the size of the scene selection operation object and the position of the scene selection operation object; an effective area determination module, which is used to determine the scene effective area of ​​the map component based on the attribute parameters of the scene selection operation object.

[0204] In an optional embodiment, based on the aforementioned scheme, the game map generating device 700 also includes: an editing state control module, which is used to control the scene selection operation object to enter an editable state in response to a valid area editing operation on a map component, wherein the editable state is configured to edit attribute parameters of the scene selection operation object.

[0205] In an optional embodiment, based on the aforementioned scheme, the editing status control module can be configured as: displaying a first parameter panel in the interface editor interface; including a valid area editing control in the first parameter panel; and in response to a triggering operation of the valid area editing control, jumping from the interface editor interface to the valid area editing interface to put the scene selection operation object into an editable state.

[0206] In an optional embodiment, based on the aforementioned scheme, the operation object editing module can be configured to: control the display of the effective area editing interface, the effective area editing interface includes a game editing scene and a scene selection operation object; in response to triggering an editing operation through a scene selection operation object, control the adjustment of the size and / or position of the scene selection operation object displayed in the game editing scene.

[0207] In an optional embodiment, based on the aforementioned scheme, the effective area editing interface also includes a second parameter panel, and the second parameter panel includes size editing entries and / or position editing entries; the game map generation device 700 also includes: an operation object size editing module, which is used to respond to the editing operation of the size editing entry, and control the size of the adjustment scene selection operation object displayed in the game editing scene; an operation object position editing module, which is used to respond to the editing operation of the position editing entry, and control the position of the adjustment scene selection operation object displayed in the game editing scene.

[0208] In an optional embodiment, based on the above-mentioned scheme, the scene selection operation object is a cube model, and the operation object creation module can be configured to: create a cube model in the game editing scene, and the cube model is configured to determine the size and / or position of the cube model in response to the attribute editing operation.

[0209] In an optional embodiment, based on the aforementioned scheme, the scene image acquisition module 730 includes: a camera parameter determination module, which is used to select an operation object according to the scene and determine the camera parameters of the map camera; a camera acquisition module, which is used to acquire images of the game editing scene according to the camera parameters of the map camera.

[0210] In an optional embodiment, based on the above-mentioned scheme, the scene selection operation object is a cube model, the cube model is composed of multiple faces, and the camera parameter determination module includes: a first target face determination module, which is used to respond to the orientation editing instruction and determine the first target face from the multiple faces of the cube model; a camera orientation determination module, which is used to determine the orientation of the map camera according to the first target face.

[0211] In an optional implementation, based on the above solution, the camera parameter determination module further includes: a camera parameter determination module, configured to determine the position of the map camera according to the first target surface and a preset distance away from the first target surface.

[0212] In an optional implementation, based on the above solution, the camera parameter determination module further includes: a camera viewing frustum determination module, configured to determine the viewing frustum of the map camera according to the cube model.

[0213] In an optional implementation, based on the above solution, the viewing frustum coincides with the cube model.

[0214] In an optional implementation, based on the above-mentioned solution, the camera viewing frustum determination module includes: a near plane determination module, used to determine the near plane of the viewing frustum according to the first target plane; a far plane determination module, used to determine the far plane of the viewing frustum according to a second target plane among multiple planes, wherein the second target plane is a plane among the multiple planes opposite to the first target plane; and a viewing frustum structure determination module, used to determine the viewing frustum according to the near plane and the far plane.

[0215] In an optional implementation, based on the above-mentioned solution, the viewing frustum structure determination module can be configured as follows: according to the size parameters of the near plane and the distance parameters from the near plane to the far plane, respectively determine the viewport parameters and the depth of field parameters of the map camera; according to the viewport parameters and the depth of field parameters of the map camera, obtain the viewing frustum.

[0216] In an optional embodiment, based on the aforementioned scheme, the game map generating device 700 also includes: a screen acquisition angle adjustment module, which is used to control the screen acquisition angle of the map camera by adjusting the viewport rotation parameters of the map camera, so that the screen acquisition angle of the map camera and the scene coordinate axis corresponding to the cube model satisfy a preset correspondence.

[0217] In an optional embodiment, based on the aforementioned scheme, the scene image display module 740 includes: a rendering target determination module, used to determine the map component as the rendering target of the map camera; an image output module, used to output the scene image to the rendering target; a rendering target rendering module, used to render the rendering target containing the scene image to a graphical user interface, so as to display the scene image through the map component.

[0218] In an optional embodiment, based on the aforementioned scheme, the image output module includes: a resolution acquisition module, used to acquire the image resolution and process the scene image according to the image resolution and the parameters of the rendering target; an image transmission module, used to transmit the processed scene image to the rendering target.

[0219] In an optional implementation, based on the above solution, the parameters of the rendering target include the size of the rendering target, and the game map generation device 700 further includes: a size adjustment module. The size adjustment module can be configured to: in response to an editing operation on the interface display size of the map component, adjust the interface display size of the map component; and determine the size of the rendering target according to the adjusted interface display size of the map component.

[0220] In an optional implementation, based on the above solution, the resolution acquisition module can be configured to: determine the image resolution according to the size of the effective area of ​​the scene; the image resolution is negatively correlated with the size of the effective area of ​​the scene.

[0221] In an optional embodiment, based on the aforementioned scheme, the game map generating device 700 also includes: a game running module, which is used to respond to a running instruction and display a game running scene corresponding to the game editing scene in a graphical user interface; a map display module, which is used to control the display of the map component in the graphical user interface according to the attribute parameters of the map component, and display the scene image through the map component.

[0222] In an optional embodiment, based on the aforementioned scheme, the game running scene includes a virtual character, and the map display module includes: a character signal display module, which is used to display the character signal at a relevant position of the scene image displayed by the map component according to the position of the virtual character in the game running scene.

[0223] In an optional embodiment, based on the aforementioned scheme, the map component displays the complete area of ​​the scene image, and the game map generating device 700 also includes: a first movement control module, which is used to respond to the movement control operation of the virtual character in the game running scene, and control the character signal of the virtual character to move on the scene image displayed by the map component, and the scene image area displayed by the map component remains unchanged.

[0224] In an optional embodiment, based on the aforementioned scheme, the map component displays a local area of ​​the scene image, and the game map generating device 700 also includes: a second movement control module, which is used to control the movement of the scene image area displayed by the map component in response to the movement control operation of the virtual character in the game running scene, so that the character signal of the virtual character remains unchanged relative to the position of the map component.

[0225] In an optional embodiment, based on the aforementioned scheme, the game map generating device 700 also includes: a local area determination module, which is used to determine the local area displayed by the map component from the scene image according to the position information of the virtual character in the game running scene and the interface display size of the map component.

[0226] In an optional embodiment, based on the aforementioned scheme, the second movement control module can be configured to: determine the character's movement distance and direction in response to the movement control operation of the virtual character in the game running scene; use the direction opposite to the character's movement direction as the map movement direction; determine the map movement distance based on the character's movement distance and the scale parameter of the map component; control the scene image area displayed by the map component to move based on the map movement direction and the map movement distance, so that the position of the character signal of the virtual character relative to the map component remains unchanged.

[0227] 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.

[0228] The exemplary embodiment of the present disclosure further provides a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game map generation method is implemented.

[0229] 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.

[0230] 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.

[0231] 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).

[0232] The computer program may be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device may convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device may execute) the method steps of various exemplary embodiments of the present disclosure. Exemplarily, the following steps may be included:

[0233] Displaying a game editing scene in a graphical user interface, wherein the game editing scene includes a scene component;

[0234] In response to the property editing operation for the map component, the property parameters of the map component are edited, the property parameters include the scene effective area corresponding to the map component, and the scene effective area is the area in the game editing scene;

[0235] The map camera is used to collect images of the effective area of ​​the scene to obtain a scene image of the effective area of ​​the scene;

[0236] The scene image is displayed through the map component.

[0237] In an optional implementation, based on the above solution, the following steps may also be performed: in response to a map component adding operation, a map component is added to the game editing scene.

[0238] In an optional embodiment, based on the aforementioned scheme, in response to a map component adding operation, adding a map component to a game editing scene can be achieved through the following steps: entering an interface editor interface, providing a map component control through the interface editor interface; responding to a map component adding operation acting on a map component control, adding a map component to the game editing scene.

[0239] In an optional embodiment, based on the aforementioned scheme, a map component control is provided through an interface editor interface, which can be achieved through the following steps: a map component bar is provided in the interface editor interface, and the map component bar contains map component controls corresponding to one or more map types; wherein, in response to a map component adding operation acting on the map component control, adding a map component to the game editing scene can be achieved through the following steps: in response to a touch operation acting on any map component control in the map component bar, a target map type is determined from one or more map types, and a map component matching the target map type is added to the game editing scene.

[0240] In an optional embodiment, based on the aforementioned scheme, in response to a map component adding operation acting on a map component control, adding a map component to a game editing scene can be achieved through the following steps: in response to a dragging operation of the map component control to the game editing scene, determining an interface adding position of the map component; based on the interface adding position, adding a map component to the game editing scene.

[0241] In an optional implementation, based on the above solution, the attribute parameters also include any one or more of the following: interface display position, interface display size, interface display style, interface display timing, and interface display content.

[0242] In an optional implementation, based on the aforementioned solution, in response to an attribute editing operation on a map component, editing the attribute parameters of the map component can be achieved through the following steps: In response to a move operation on the map component, editing the interface display position of the map component.

[0243] In an optional embodiment, based on the aforementioned scheme, in response to a property editing operation on a map component, editing the property parameters of a map component can be achieved by the following steps: displaying a first parameter panel in an interface editor interface; the first parameter panel includes one or more property editing controls associated with the map component; in response to an editing operation on the property editing control, editing the property parameters of the map component.

[0244] In an optional embodiment, based on the aforementioned scheme, in response to a property editing operation on a map component, editing the property parameters of a map component can be achieved by the following steps: displaying one or more property editing controls associated with the map component at an associated position of the map component; and editing the property parameters of the map component in response to an editing operation on the property editing controls.

[0245] In an optional embodiment, based on the aforementioned scheme, in response to an attribute editing operation on a map component, editing the attribute parameters of the map component can be achieved by the following steps: controlling the display of a valid area selection interface corresponding to a first perspective, the valid area selection interface displays the game editing scene under the first perspective; in response to a perspective adjustment operation, adjusting the first perspective to a second perspective, and controlling the valid area selection interface to display the game editing scene under the second perspective; determining the scene valid area of ​​the map component according to the valid area selection interface after the perspective adjustment.

[0246] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: creating a scene selection operation object in the game editing scene; wherein, in response to an attribute editing operation on a map component, editing the attribute parameters of the map component may be achieved by the following steps: in response to an attribute editing operation on the scene selection operation object, editing the attribute parameters of the scene selection operation object; the attribute parameters include the size of the scene selection operation object and the position of the scene selection operation object; based on the attribute parameters of the scene selection operation object, determining the scene effective area of ​​the map component.

[0247] In an optional implementation, based on the aforementioned solution, the following steps may also be performed: in response to an effective area editing operation on a map component, controlling the scene selection operation object to enter an editable state, wherein the editable state is configured to edit attribute parameters of the scene selection operation object.

[0248] In an optional embodiment, based on the aforementioned scheme, in response to the valid area editing operation on the map component, controlling the scene selection operation object to enter an editable state can be achieved through the following steps: displaying a first parameter panel in the interface editor interface; including a valid area editing control in the first parameter panel; in response to the triggering operation of the valid area editing control, jumping from the interface editor interface to the valid area editing interface to make the scene selection operation object enter an editable state.

[0249] In an optional embodiment, based on the aforementioned scheme, in response to the attribute editing operation for the scene selection operation object, editing the attribute parameters of the scene selection operation object can be achieved through the following steps: controlling the display of the effective area editing interface, the effective area editing interface includes the game editing scene and the scene selection operation object; in response to triggering the editing operation through the scene selection operation object, controlling the adjustment of the size and / or position of the scene selection operation object displayed in the game editing scene.

[0250] In an optional embodiment, based on the aforementioned scheme, the effective area editing interface also includes a second parameter panel, and the second parameter panel includes size editing entries and / or position editing entries; the following steps can also be performed: in response to the editing operation of the size editing entry, control the size of the scene selection operation object displayed in the game editing scene; in response to the editing operation of the position editing entry, control the position of the scene selection operation object displayed in the game editing scene.

[0251] In an optional embodiment, based on the aforementioned scheme, the scene selection operation object is a cube model, and creating the scene selection operation object in the game editing scene can be achieved through the following steps: creating a cube model in the game editing scene, and the cube model is configured to determine the size and / or position of the cube model in response to the attribute editing operation.

[0252] In an optional implementation, based on the aforementioned scheme, image acquisition of the effective area of ​​the scene is performed through a map camera, which can be achieved through the following steps: selecting an operation object according to the scene and determining the camera parameters of the map camera; and acquiring images of the game editing scene according to the camera parameters of the map camera.

[0253] In an optional implementation, based on the aforementioned scheme, the scene selection operation object is a cube model, and the cube model is composed of multiple faces. The camera parameters of the map camera are determined according to the scene selection operation object. This can be achieved through the following steps: responding to the orientation editing instruction, determining the first target face from the multiple faces of the cube model; determining the orientation of the map camera according to the first target face.

[0254] In an optional implementation, based on the above scheme, the operation object is selected according to the scene, and the camera parameters of the map camera are determined, which can be achieved by the following steps: the position of the map camera is determined according to the first target surface and a preset distance away from the first target surface.

[0255] In an optional implementation, based on the above solution, the operation object is selected according to the scene, and the camera parameters of the map camera are determined, which can be achieved by the following steps: determining the viewing frustum of the map camera according to the cube model.

[0256] In an optional implementation, based on the above solution, the viewing frustum coincides with the cube model.

[0257] In an optional implementation, based on the aforementioned scheme, determining the viewing frustum of the map camera according to the cube model can be achieved by the following steps: determining a near plane of the viewing frustum according to a first target plane; determining a far plane of the viewing frustum according to a second target plane among multiple planes, wherein the second target plane is a plane among the multiple planes that is opposite to the first target plane; and determining the viewing frustum according to the near plane and the far plane.

[0258] In an optional implementation, based on the aforementioned scheme, determining the viewing frustum according to the near plane and the far plane can be achieved by the following steps: determining the viewport parameters and the depth of field parameters of the map camera according to the size parameters of the near plane and the distance parameters from the near plane to the far plane, respectively; and obtaining the viewing frustum according to the viewport parameters and the depth of field parameters of the map camera.

[0259] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: by adjusting the viewport rotation parameters of the map camera, the image acquisition angle of the map camera is controlled so that the image acquisition angle of the map camera and the scene coordinate axis corresponding to the cube model satisfy a preset correspondence.

[0260] In an optional embodiment, based on the aforementioned scheme, displaying the scene image through a map component can be achieved through the following steps: determining the map component as the rendering target of the map camera; outputting the scene image to the rendering target; rendering the rendering target containing the scene image to a graphical user interface, so as to display the scene image through the map component.

[0261] In an optional implementation, based on the aforementioned scheme, outputting the scene image to the rendering target can be achieved through the following steps: obtaining the image resolution, and processing the scene image according to the image resolution and the parameters of the rendering target; transmitting the processed scene image to the rendering target.

[0262] In an optional embodiment, based on the aforementioned scheme, the parameters of the rendering target include the size of the rendering target, and the following steps can also be performed: in response to an editing operation on the interface display size of the map component, the interface display size of the map component is adjusted; and the size of the rendering target is determined according to the adjusted interface display size of the map component.

[0263] In an optional implementation, based on the above solution, obtaining the image resolution can be achieved through the following steps: determining the image resolution according to the size of the effective area of ​​the scene; the image resolution is negatively correlated with the size of the effective area of ​​the scene.

[0264] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to a run instruction, a game running scene corresponding to the game editing scene is displayed in a graphical user interface; according to the attribute parameters of the map component, the map component is controlled to be displayed in the graphical user interface, and the scene image is displayed through the map component.

[0265] In an optional embodiment, based on the aforementioned scheme, the game running scene includes a virtual character, and the scene image is displayed through a map component, which can be achieved through the following steps: according to the position of the virtual character in the game running scene, the character signal is displayed at the relevant position of the scene image displayed by the map component.

[0266] In an optional embodiment, based on the aforementioned scheme, the map component displays the complete area of ​​the scene image, and the following steps can also be performed: in response to the movement control operation of the virtual character in the game running scene, the character signal of the virtual character is controlled to move on the scene image displayed by the map component, and the scene image area displayed by the map component remains unchanged.

[0267] In an optional embodiment, based on the aforementioned scheme, the map component displays a local area of ​​the scene image, and the following steps can also be performed: in response to the movement control operation of the virtual character in the game running scene, the scene image area displayed by the map component is controlled to move so that the character signal of the virtual character remains unchanged relative to the position of the map component.

[0268] In an optional implementation, based on the above solution, the following steps may also be performed: according to the position information of the virtual character in the game running scene and the interface display size of the map component, determine the local area displayed by the map component from the scene image.

[0269] In an optional embodiment, based on the aforementioned scheme, in response to the movement control operation of the virtual character in the game running scene, the scene image area displayed by the map component is controlled to move so that the position of the character signal of the virtual character relative to the map component remains unchanged. This can be achieved through the following steps: in response to the movement control operation of the virtual character in the game running scene, the character movement distance and the character movement direction are determined; the direction opposite to the character movement direction is used as the map movement direction; according to the character movement distance and the scale parameter of the map component, the map movement distance is determined; according to the map movement direction and the map movement distance, the scene image area displayed by the map component is controlled to move so that the position of the character signal of the virtual character relative to the map component remains unchanged.

[0270] In the above steps, by providing editable map components, users can freely edit the attribute parameters of the map components, which not only improves the convenience of map production, but also enables personalized customization of maps for different game scenes. Furthermore, the editable attributes of the map component include the scene effective area, so that users can flexibly produce maps for both outdoor and indoor scenes by controlling the scene effective area. It has strong applicability and can meet the different creative needs of users.

[0271] The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the above-mentioned game map generation method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0272] Reference below Figure 8 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 8 The electronic device 800 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0273] like Figure 8 As shown, the electronic device 800 may include: a processor 810 , a memory 820 , a bus 830 , an I / O (input / output) interface 840 , a network adapter 850 , and a display 860 .

[0274] The memory 820 may include a volatile memory, such as a RAM 821, a cache unit 822, and may also include a non-volatile memory, such as a ROM 823. The memory 820 may also include one or more program modules 824, such program modules 824 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 824 may include each module in the above-mentioned device.

[0275] The processor 810 may include one or more processing units. For example, the processor 810 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.

[0276] The processor 810 may be configured to execute executable instructions stored in the memory 820 , such as executing any one or more method steps in the exemplary embodiment.

[0277] Exemplarily, the processor 810 may perform the following steps:

[0278] Displaying a game editing scene in a graphical user interface, wherein the game editing scene includes a scene component;

[0279] In response to the property editing operation for the map component, the property parameters of the map component are edited, the property parameters include the scene effective area corresponding to the map component, and the scene effective area is the area in the game editing scene;

[0280] The map camera is used to collect images of the effective area of ​​the scene to obtain a scene image of the effective area of ​​the scene;

[0281] The scene image is displayed through the map component.

[0282] In an optional implementation, based on the above solution, the following steps may also be performed: in response to a map component adding operation, a map component is added to the game editing scene.

[0283] In an optional embodiment, based on the aforementioned scheme, in response to a map component adding operation, adding a map component to a game editing scene can be achieved through the following steps: entering an interface editor interface, providing a map component control through the interface editor interface; responding to a map component adding operation acting on a map component control, adding a map component to the game editing scene.

[0284] In an optional embodiment, based on the aforementioned scheme, a map component control is provided through an interface editor interface, which can be achieved through the following steps: a map component bar is provided in the interface editor interface, and the map component bar contains map component controls corresponding to one or more map types; wherein, in response to a map component adding operation acting on the map component control, adding a map component to the game editing scene can be achieved through the following steps: in response to a touch operation acting on any map component control in the map component bar, a target map type is determined from one or more map types, and a map component matching the target map type is added to the game editing scene.

[0285] In an optional embodiment, based on the aforementioned scheme, in response to a map component adding operation acting on a map component control, adding a map component to a game editing scene can be achieved through the following steps: in response to a dragging operation of the map component control to the game editing scene, determining an interface adding position of the map component; based on the interface adding position, adding a map component to the game editing scene.

[0286] In an optional implementation, based on the above solution, the attribute parameters also include any one or more of the following: interface display position, interface display size, interface display style, interface display timing, and interface display content.

[0287] In an optional implementation, based on the aforementioned solution, in response to an attribute editing operation on a map component, editing the attribute parameters of the map component can be achieved through the following steps: In response to a move operation on the map component, editing the interface display position of the map component.

[0288] In an optional embodiment, based on the aforementioned scheme, in response to a property editing operation on a map component, editing the property parameters of a map component can be achieved by the following steps: displaying a first parameter panel in an interface editor interface; the first parameter panel includes one or more property editing controls associated with the map component; in response to an editing operation on the property editing control, editing the property parameters of the map component.

[0289] In an optional embodiment, based on the aforementioned scheme, in response to a property editing operation on a map component, editing the property parameters of a map component can be achieved by the following steps: displaying one or more property editing controls associated with the map component at an associated position of the map component; and editing the property parameters of the map component in response to an editing operation on the property editing controls.

[0290] In an optional embodiment, based on the aforementioned scheme, in response to an attribute editing operation on a map component, editing the attribute parameters of the map component can be achieved by the following steps: controlling the display of a valid area selection interface corresponding to a first perspective, the valid area selection interface displays the game editing scene under the first perspective; in response to a perspective adjustment operation, adjusting the first perspective to a second perspective, and controlling the valid area selection interface to display the game editing scene under the second perspective; determining the scene valid area of ​​the map component according to the valid area selection interface after the perspective adjustment.

[0291] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: creating a scene selection operation object in the game editing scene; wherein, in response to an attribute editing operation on a map component, editing the attribute parameters of the map component may be achieved by the following steps: in response to an attribute editing operation on the scene selection operation object, editing the attribute parameters of the scene selection operation object; the attribute parameters include the size of the scene selection operation object and the position of the scene selection operation object; based on the attribute parameters of the scene selection operation object, determining the scene effective area of ​​the map component.

[0292] In an optional implementation, based on the aforementioned solution, the following steps may also be performed: in response to an effective area editing operation on a map component, controlling the scene selection operation object to enter an editable state, wherein the editable state is configured to edit attribute parameters of the scene selection operation object.

[0293] In an optional embodiment, based on the aforementioned scheme, in response to the valid area editing operation on the map component, controlling the scene selection operation object to enter an editable state can be achieved through the following steps: displaying a first parameter panel in the interface editor interface; including a valid area editing control in the first parameter panel; in response to the triggering operation of the valid area editing control, jumping from the interface editor interface to the valid area editing interface to make the scene selection operation object enter an editable state.

[0294] In an optional embodiment, based on the aforementioned scheme, in response to the attribute editing operation for the scene selection operation object, editing the attribute parameters of the scene selection operation object can be achieved through the following steps: controlling the display of the effective area editing interface, the effective area editing interface includes the game editing scene and the scene selection operation object; in response to triggering the editing operation through the scene selection operation object, controlling the adjustment of the size and / or position of the scene selection operation object displayed in the game editing scene.

[0295] In an optional embodiment, based on the aforementioned scheme, the effective area editing interface also includes a second parameter panel, and the second parameter panel includes size editing entries and / or position editing entries; the following steps can also be performed: in response to the editing operation of the size editing entry, control the size of the scene selection operation object displayed in the game editing scene; in response to the editing operation of the position editing entry, control the position of the scene selection operation object displayed in the game editing scene.

[0296] In an optional embodiment, based on the aforementioned scheme, the scene selection operation object is a cube model, and creating the scene selection operation object in the game editing scene can be achieved through the following steps: creating a cube model in the game editing scene, and the cube model is configured to determine the size and / or position of the cube model in response to the attribute editing operation.

[0297] In an optional implementation, based on the aforementioned scheme, image acquisition of the effective area of ​​the scene is performed through a map camera, which can be achieved through the following steps: selecting an operation object according to the scene and determining the camera parameters of the map camera; and acquiring images of the game editing scene according to the camera parameters of the map camera.

[0298] In an optional implementation, based on the aforementioned scheme, the scene selection operation object is a cube model, and the cube model is composed of multiple faces. The camera parameters of the map camera are determined according to the scene selection operation object. This can be achieved through the following steps: responding to the orientation editing instruction, determining the first target face from the multiple faces of the cube model; determining the orientation of the map camera according to the first target face.

[0299] In an optional implementation, based on the above scheme, the operation object is selected according to the scene, and the camera parameters of the map camera are determined, which can be achieved by the following steps: the position of the map camera is determined according to the first target surface and a preset distance away from the first target surface.

[0300] In an optional implementation, based on the above solution, the operation object is selected according to the scene, and the camera parameters of the map camera are determined, which can be achieved by the following steps: determining the viewing frustum of the map camera according to the cube model.

[0301] In an optional implementation, based on the above solution, the viewing frustum coincides with the cube model.

[0302] In an optional implementation, based on the aforementioned scheme, determining the viewing frustum of the map camera according to the cube model can be achieved by the following steps: determining a near plane of the viewing frustum according to a first target plane; determining a far plane of the viewing frustum according to a second target plane among multiple planes, wherein the second target plane is a plane among the multiple planes that is opposite to the first target plane; and determining the viewing frustum according to the near plane and the far plane.

[0303] In an optional implementation, based on the aforementioned scheme, determining the viewing frustum according to the near plane and the far plane can be achieved by the following steps: determining the viewport parameters and the depth of field parameters of the map camera according to the size parameters of the near plane and the distance parameters from the near plane to the far plane, respectively; and obtaining the viewing frustum according to the viewport parameters and the depth of field parameters of the map camera.

[0304] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: by adjusting the viewport rotation parameters of the map camera, the image acquisition angle of the map camera is controlled so that the image acquisition angle of the map camera and the scene coordinate axis corresponding to the cube model satisfy a preset correspondence.

[0305] In an optional embodiment, based on the aforementioned scheme, displaying the scene image through a map component can be achieved through the following steps: determining the map component as the rendering target of the map camera; outputting the scene image to the rendering target; rendering the rendering target containing the scene image to a graphical user interface, so as to display the scene image through the map component.

[0306] In an optional implementation, based on the aforementioned scheme, outputting the scene image to the rendering target can be achieved through the following steps: obtaining the image resolution, and processing the scene image according to the image resolution and the parameters of the rendering target; transmitting the processed scene image to the rendering target.

[0307] In an optional embodiment, based on the aforementioned scheme, the parameters of the rendering target include the size of the rendering target, and the following steps can also be performed: in response to an editing operation on the interface display size of the map component, the interface display size of the map component is adjusted; and the size of the rendering target is determined according to the adjusted interface display size of the map component.

[0308] In an optional implementation, based on the above solution, obtaining the image resolution can be achieved through the following steps: determining the image resolution according to the size of the effective area of ​​the scene; the image resolution is negatively correlated with the size of the effective area of ​​the scene.

[0309] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to a run instruction, a game running scene corresponding to the game editing scene is displayed in a graphical user interface; according to the attribute parameters of the map component, the map component is controlled to be displayed in the graphical user interface, and the scene image is displayed through the map component.

[0310] In an optional embodiment, based on the aforementioned scheme, the game running scene includes a virtual character, and the scene image is displayed through a map component, which can be achieved through the following steps: according to the position of the virtual character in the game running scene, the character signal is displayed at the relevant position of the scene image displayed by the map component.

[0311] In an optional embodiment, based on the aforementioned scheme, the map component displays the complete area of ​​the scene image, and the following steps can also be performed: in response to the movement control operation of the virtual character in the game running scene, the character signal of the virtual character is controlled to move on the scene image displayed by the map component, and the scene image area displayed by the map component remains unchanged.

[0312] In an optional embodiment, based on the aforementioned scheme, the map component displays a local area of ​​the scene image, and the following steps can also be performed: in response to the movement control operation of the virtual character in the game running scene, the scene image area displayed by the map component is controlled to move so that the character signal of the virtual character remains unchanged relative to the position of the map component.

[0313] In an optional implementation, based on the above solution, the following steps may also be performed: according to the position information of the virtual character in the game running scene and the interface display size of the map component, determine the local area displayed by the map component from the scene image.

[0314] In an optional embodiment, based on the aforementioned scheme, in response to the movement control operation of the virtual character in the game running scene, the scene image area displayed by the map component is controlled to move so that the position of the character signal of the virtual character relative to the map component remains unchanged. This can be achieved through the following steps: in response to the movement control operation of the virtual character in the game running scene, the character movement distance and the character movement direction are determined; the direction opposite to the character movement direction is used as the map movement direction; according to the character movement distance and the scale parameter of the map component, the map movement distance is determined; according to the map movement direction and the map movement distance, the scene image area displayed by the map component is controlled to move so that the position of the character signal of the virtual character relative to the map component remains unchanged.

[0315] In the above steps, by providing editable map components, users can freely edit the attribute parameters of the map components, which not only improves the convenience of map production, but also enables personalized customization of maps for different game scenes. Furthermore, the editable attributes of the map component include the scene effective area, so that users can flexibly produce maps for both outdoor and indoor scenes by controlling the scene effective area. It has strong applicability and can meet the different creative needs of users.

[0316] The bus 830 is used to realize the connection between different components of the electronic device 800, and may include a data bus, an address bus, and a control bus.

[0317] The electronic device 800 can communicate with one or more external devices 900 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 840 .

[0318] The electronic device 800 can communicate with one or more networks through the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 850 can communicate with other modules of the electronic device 800 through the bus 830.

[0319] The electronic device 800 may display a graphical user interface and the like through the display 860 .

[0320] although Figure 8 Not shown, other hardware and / or software modules may also be provided in the electronic device 800, including but not limited to: a display, a microcode, a device driver, a redundant processor, an external disk drive array, a RAID (Redundant Arrays of Independent Disks) system, a tape drive, and a data backup storage system, etc.

[0321] 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.

[0322] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may 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 aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.

[0323] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A method for generating a game map, characterized in that: The method comprises: Displaying a game editing scene in a graphical user interface, wherein the game editing scene includes a scene component; In response to the property editing operation for the map component, the property parameters of the map component are edited, the property parameters including the scene valid area corresponding to the map component, the scene valid area being the area in the game editing scene; Capturing images of the effective area of ​​the scene by using a map camera to obtain a scene image of the effective area of ​​the scene; The scene image is displayed through the map component.

2. The method according to claim 1, characterized in that The method further comprises: In response to the map component adding operation, a map component is added to the game editing scene.

3. The method according to claim 2, characterized in that In response to the map component adding operation, adding a map component to the game editing scene includes: Entering an interface editor interface, through which a map component control is provided; In response to a map component adding operation acting on the map component control, a map component is added to the game editing scene.

4. The method according to claim 3, characterized in that Map component controls are provided through the interface editor interface, including: A map component bar is provided in the interface editor interface, and the map component bar contains map component controls corresponding to one or more map types; The step of adding a map component to the game editing scene in response to the map component adding operation acting on the map component control includes: In response to a touch operation on any map component control in the map component bar, a target map type is determined from the one or more map types, and a map component matching the target map type is added to the game editing scene.

5. The method according to claim 3, characterized in that: The step of adding a map component to the game editing scene in response to the map component adding operation of the map component control includes: In response to a dragging operation of the map component control to the game editing scene, determining an interface adding position of the map component; Add a location based on the interface and add a map component to the game editing scene.

6. The method according to claim 1, characterized in that The attribute parameters also include any one or more of the following: Interface display position, interface display size, interface display style, interface display timing, and interface display content.

7. The method according to claim 6, characterized in that The step of editing the attribute parameters of the map component in response to the attribute editing operation on the map component includes: In response to a move operation on the map component, an interface display position of the map component is edited.

8. The method according to claim 1 or 6, characterized in that: The step of editing the attribute parameters of the map component in response to the attribute editing operation on the map component includes: Displaying a first parameter panel in the interface editor interface; the first parameter panel includes one or more property editing controls associated with the map component; In response to an editing operation on the property editing control, the property parameters of the map component are edited.

9. The method according to claim 1 or 6, characterized in that: The step of editing the attribute parameters of the map component in response to the attribute editing operation on the map component includes: Displaying one or more property editing controls associated with the map component at an associated position of the map component; In response to an editing operation on the property editing control, the property parameters of the map component are edited.

10. The method according to claim 1, characterized in that The step of editing the attribute parameters of the map component in response to the attribute editing operation on the map component includes: Controlling display of an effective area selection interface corresponding to a first viewing angle, wherein the effective area selection interface displays the game editing scene under the first viewing angle; In response to a perspective adjustment operation, adjusting the first perspective to a second perspective, and controlling the effective area selection interface to display the game editing scene under the second perspective; The scene effective area of ​​the map component is determined according to the effective area selection interface after the viewing angle is adjusted.

11. The method according to claim 1, characterized in that: The method further comprises: Creating a scene selection operation object in the game editing scene; The step of editing the attribute parameters of the map component in response to the attribute editing operation on the map component includes: In response to the property editing operation on the scene selection operation object, editing the property parameters of the scene selection operation object; the property parameters include the size of the scene selection operation object and the position of the scene selection operation object; Based on the attribute parameters of the scene selection operation object, the scene effective area of ​​the map component is determined.

12. The method according to claim 11, characterized in that The method further comprises: In response to an effective area editing operation on the map component, the scene selection operation object is controlled to enter an editable state, wherein the editable state is configured to edit attribute parameters of the scene selection operation object.

13. The method according to claim 12, characterized in that In response to the effective area editing operation on the map component, controlling the scene selection operation object to enter an editable state includes: Displaying a first parameter panel in the interface editor interface; the first parameter panel includes a valid area editing control; In response to the triggering operation of the effective area editing control, the interface editor interface jumps to the effective area editing interface, so that the scene selection operation object enters an editable state.

14. The method according to claim 11, characterized in that The step of editing the attribute parameters of the scene selection operation object in response to the attribute editing operation on the scene selection operation object includes: Controlling display of an effective area editing interface, wherein the effective area editing interface includes the game editing scene and the scene selection operation object; In response to triggering an editing operation through the scene selection operation object, control adjustment of the size and / or position of the scene selection operation object displayed in the game editing scene.

15. The method according to claim 14, characterized in that The effective area editing interface also includes a second parameter panel, and the second parameter panel includes a size editing item and / or a position editing item; the method also includes: In response to the editing operation of the size editing entry, controlling to adjust the size of the scene selection operation object displayed in the game editing scene; In response to the editing operation of the position editing entry, the position of the scene selection operation object displayed in the game editing scene is controlled to adjust.

16. The method according to claim 11, characterized in that The scene selection operation object is a cube model, and the scene selection operation object is created in the game editing scene, including: A cube model is created in the game editing scene, and the cube model is configured to determine the size and / or position of the cube model in response to a property editing operation.

17. The method according to claim 11, characterized in that The image acquisition of the effective area of ​​the scene by using a map camera includes: Selecting an operation object according to the scene, and determining camera parameters of the map camera; According to the camera parameters of the map camera, images of the game editing scene are captured.

18. The method according to claim 17, characterized in that The scene selection operation object is a cube model, and the cube model is composed of multiple faces. The camera parameters of the map camera are determined according to the scene selection operation object, including: In response to the orientation editing instruction, determining a first target face from a plurality of faces of the cube model; The orientation of the map camera is determined according to the first target surface.

19. The method according to claim 18, characterized in that The step of selecting an operation object according to the scene and determining camera parameters of the map camera includes: The position of the map camera is determined according to the first target surface and a preset distance away from the first target surface.

20. The method according to claim 18, characterized in that The step of selecting an operation object according to the scene and determining camera parameters of the map camera includes: A viewing frustum of the map camera is determined according to the cube model.

21. The method according to claim 20, characterized in that The viewing frustum coincides with the cube model.

22. The method according to claim 20, characterized in that The determining of the viewing frustum of the map camera according to the cube model comprises: Determining a near plane of the viewing frustum according to the first target plane; Determining a far plane of the visual frustum according to a second target plane among the multiple planes, wherein the second target plane is a plane among the multiple planes opposite to the first target plane; The viewing frustum is determined according to the near plane and the far plane.

23. The method according to claim 22, characterized in that The determining the viewing frustum according to the near plane and the far plane comprises: Determine the viewport parameter and the depth of field parameter of the map camera according to the size parameter of the near plane and the distance parameter from the near plane to the far plane; The viewing frustum is obtained according to the viewport parameters and the depth of field parameters of the map camera.

24. The method according to claim 23, characterized in that The method further comprises: By adjusting the viewport rotation parameters of the map camera, the image acquisition angle of the map camera is controlled so that the image acquisition angle of the map camera and the scene coordinate axis corresponding to the cube model meet a preset corresponding relationship.

25. The method according to claim 1, characterized in that The displaying of the scene image by the map component includes: Determining the map component as a rendering target of the map camera; Outputting the scene image to the rendering target; The rendering target including the scene image is rendered to the graphical user interface, so as to display the scene image through the map component.

26. The method according to claim 25, characterized in that Outputting the scene image to the rendering target includes: Obtaining a picture resolution, and processing the scene image according to the picture resolution and parameters of the rendering target; The processed scene image is transmitted to the rendering target.

27. The method according to claim 26, characterized in that The parameters of the rendering target include the size of the rendering target, and the method further includes: In response to an editing operation on the interface display size of the map component, adjusting the interface display size of the map component; The size of the rendering target is determined according to the adjusted interface display size of the map component.

28. The method according to claim 26, characterized in that The obtaining of the image resolution includes: The image resolution is determined according to the size of the scene effective area; the image resolution is negatively correlated with the size of the scene effective area.

29. The method according to claim 1, characterized in that The method further comprises: In response to the running instruction, displaying a game running scene corresponding to the game editing scene in the graphical user interface; According to the attribute parameters of the map component, the map component is controlled to be displayed in the graphical user interface, and the scene image is displayed through the map component.

30. The method according to claim 29, characterized in that The game running scene includes a virtual character, and the displaying of the scene image by the map component includes: According to the position of the virtual character in the game running scene, a character signal is displayed at a relevant position of the scene image displayed by the map component.

31. The method according to claim 30, characterized in that The map component displays the complete area of ​​the scene image, and the method further comprises: In response to the movement control operation of the virtual character in the game running scene, the character signal of the virtual character is controlled to move on the scene image displayed by the map component, and the scene image area displayed by the map component remains unchanged.

32. The method according to claim 30, characterized in that The map component displays a local area of ​​the scene image, and the method further includes: In response to the movement control operation of the virtual character in the game running scene, the scene image area displayed by the map component is controlled to move so that the position of the character signal of the virtual character relative to the map component remains unchanged.

33. The method according to claim 32, characterized in that The method further comprises: According to the position information of the virtual character in the game running scene and the interface display size of the map component, the local area displayed by the map component is determined from the scene image.

34. The method according to claim 32, characterized in that In response to the movement control operation of the virtual character in the game running scene, controlling the scene image area displayed by the map component to move so that the position of the character signal of the virtual character relative to the map component remains unchanged, includes: In response to a movement control operation of the virtual character in the game running scene, determining a character movement distance and a character movement direction; The direction opposite to the direction of movement of the character is used as the direction of map movement; Determining the map movement distance according to the character movement distance and the scale parameter of the map component; According to the map moving direction and the map moving distance, the scene image area displayed by the map component is controlled to move so that the position of the character signal of the virtual character relative to the map component remains unchanged.

35. A game map generating device, characterized in that: The device comprises: An editing scene display module, used for displaying a game editing scene in a graphical user interface, wherein the game editing scene includes a scene component; A map component editing module, configured to edit attribute parameters of the map component in response to an attribute editing operation on the map component, wherein the attribute parameters include a scene valid area corresponding to the map component, and the scene valid area is an area in the game editing scene; A scene image acquisition module, used to acquire images of the scene effective area through a map camera to obtain a scene image of the scene effective area; The scene image display module is used to display the scene image through the map component.

36. 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 34 is implemented.

37. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; Wherein, the processor is configured to perform the method of any one of claims 1 to 34 by executing the executable instructions.

Citation Information

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