Scene component adjustment method, device, electronic device and readable storage medium
By responding to triggering operations of different operating modes and positions in the graphical user interface, detailed adjustments such as batch movement, switching positions, replacement, angle adjustment and alignment and gathering of game scene components are solved, and the adjustment steps in the existing technology are complicated and efficiency is improved.
Patent Information
- Application Number
- CN202510018203.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-06
- Publication Date
- 2025-04-04
AI Technical Summary
When adjusting game scene components, the prior art cannot make detailed adjustments to multiple components at the same time, resulting in players having to make repeated adjustments, which is complicated and inefficient.
By displaying the game scene to be edited in the graphical user interface, responding to the triggering operation of the target scene component, performing detailed adjustments such as batch movement, swap position, replacement, angle adjustment, alignment and gathering on the selected scene components according to different operating methods and positions.
The players' steps in scene component adjustment are reduced, and the scene component adjustment efficiency and human-computer interaction efficiency are improved.
Smart Images

Figure CN119746416A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to a method, device, electronic device and readable storage medium for adjusting scene components. Background Art
[0002] In order to enhance the player's sense of participation in the game, the player can edit the game scene through editing operations. For example, the player can obtain the edited game scene by moving and adjusting the components in the scene, and then control the target virtual object to perform virtual interactive operations in the edited game scene.
[0003] Specifically, the game level scene to be edited may include scene components. When running the game, the scene components can be placed in the virtual level scene to be edited to form a virtual game scene. For the above example, players can place scene components (different types of virtual buildings, etc.) in the game scene to be edited through editing operations to form a virtual game scene that can be played by virtual objects.
[0004] In the related art, when adjusting the position or details of different scene components, the adjustments are made by adjusting each scene component separately. Even if multiple scene components can be selected at the same time and moved in the game scene to be edited, they can only be moved as a whole, and other adjustment operations except moving cannot be performed on one or two of the selected multiple scene components. This may require players to repeatedly adjust different scene components, and the adjustment steps are cumbersome, and the efficiency of scene component adjustment and human-computer interaction are both low. Summary of the invention
[0005] In view of this, the purpose of the present disclosure is to provide a method, device, electronic device and readable storage medium for adjusting scene components. For at least one selected target scene component, different adjustment methods can be performed on the details of at least one selected target scene component by triggering different operation methods and operation positions, or the details of multiple scene components can be adjusted at the same time, which can reduce the adjustment steps for the scene components by the player and help improve the scene component adjustment efficiency and human-computer interaction efficiency.
[0006] In a first aspect, an embodiment of the present disclosure provides a method for adjusting a scene component, wherein a graphical user interface is displayed by a terminal device; the adjustment method comprises:
[0007] A game scene to be edited is displayed in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted;
[0008] In response to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain an adjusted game scene to be edited;
[0009] The target adjustment method for the at least one target scene component includes at least one of the following:
[0010] Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
[0011] In a second aspect, the embodiment of the present disclosure further provides an adjustment device for a scene component, which displays a graphical user interface through a terminal device; the adjustment device includes:
[0012] A scene display module, used for displaying the game scene to be edited in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted;
[0013] A component adjustment module, for responding to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to an operation mode and an operation position of the trigger operation corresponding to a target adjustment mode, to obtain an adjusted game scene to be edited;
[0014] The target adjustment method for the at least one target scene component includes at least one of the following:
[0015] Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
[0016] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the method for adjusting the scene components as described in the first aspect.
[0017] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the method for adjusting the scene component as described in the first aspect is executed.
[0018] The scene component adjustment method, device, electronic device and readable storage medium provided by the embodiments of the present disclosure display a game scene to be edited in a graphical user interface; in response to a trigger operation for at least one target scene component in at least one scene component to be adjusted, at least one target scene component in the state to be adjusted is adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain the adjusted game scene to be edited. In this way, for at least one selected target scene component, different adjustment methods can be performed on the details of the selected at least one target scene component or the details of multiple scene components can be adjusted at the same time by triggering different operation modes and operation positions of the operation, which can reduce the player's adjustment steps for the scene component and help improve the scene component adjustment efficiency and human-computer interaction efficiency.
[0019] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0021] Figure 1 A flow chart of a method for adjusting a scene component provided by an embodiment of the present disclosure;
[0022] Figure 2 A schematic diagram of the rotation of scene components provided in an embodiment of the present disclosure;
[0023] Figure 3 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure;
[0024] Figure 4 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0025] Figure 5 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0026] Figure 6 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0027] Figure 7 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0028] Figure 8The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0029] Fig. 9 The seventh schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;
[0030] Fig.10 A schematic diagram of component alignment and gathering adjustment provided in an embodiment of the present disclosure;
[0031] Fig.11 A schematic diagram of the structure of a scene component adjustment device provided by an embodiment of the present disclosure;
[0032] Fig.12 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0033] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.
[0034] First, the nouns involved in this disclosure are introduced:
[0035] (1) Terminal equipment
[0036] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual objects. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0037] (2) Graphical User Interface
[0038] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0039] (3) Game scenes to be edited
[0040] The game scene to be edited is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene to be edited refers to the virtual game control that carries the virtual object during the game process. The virtual object can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to move, release skills and other actions. Optionally, the game scene to be edited can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual object. Optionally, the game scene can also be used for a game scene battle between at least two virtual objects, and there are virtual resources available for at least two virtual objects in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0041] Secondly, the technical background of the present disclosure is introduced:
[0042] In order to enhance the player's sense of participation in the game, the player can edit the game scene through editing operations. For example, the player can obtain the edited game scene by moving and adjusting the components in the scene, and then control the target virtual object to perform virtual interactive operations in the edited game scene.
[0043] Specifically, the game level scene to be edited may include scene components. When the game is running, the scene components can be placed in the virtual level scene to be edited. For the above example, the player can place scene components (different types of virtual buildings, etc.) in the game scene to be edited through editing operations to form a virtual game scene for virtual objects to play.
[0044] In the related art, when adjusting the position or details of different scene components, the adjustments are made by adjusting each scene component separately. Even if multiple scene components can be selected at the same time and moved in the game scene to be edited, they can only be moved as a whole, and other adjustment operations except moving cannot be performed on one or two of the selected multiple scene components. This may require players to repeatedly adjust different scene components, and the adjustment steps are cumbersome, and the efficiency of scene component adjustment and human-computer interaction are both low.
[0045] Based on this, the disclosed embodiment provides a method for adjusting scene components to reduce the adjustment steps for the scene components by the players, thereby improving the efficiency of scene component adjustment and human-computer interaction.
[0046] 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 adjustment method of the scene component 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 information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0047] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal 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.
[0048] In an optional implementation, an embodiment of the present invention provides a method for adjusting a scene component, providing a graphical user interface through a mobile terminal, wherein the mobile terminal may be the local mobile terminal mentioned above (such as a local touch terminal), or may be a client device in the cloud interaction system mentioned above. The following is an example of the adjustment method of the scene component running on a local mobile terminal (hereinafter referred to as a mobile terminal).
[0049] See also Figure 1 , Figure 1 Flow chart of a method for adjusting scene components provided by an embodiment of the present disclosure. Figure 1 As shown in , the method for adjusting the scene component provided by the embodiment of the present disclosure includes:
[0050] S101. Displaying a game scene to be edited in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted.
[0051] S102, in response to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain an adjusted game scene to be edited.
[0052] The scene component adjustment method provided in the embodiment of the present disclosure can adjust the details of at least one selected target scene component in different adjustment modes by triggering different operation modes and operation positions, or adjust the details of multiple scene components at the same time, which can reduce the adjustment steps for the scene components by the player and help improve the scene component adjustment efficiency and human-computer interaction efficiency.
[0053] The following is a description of the exemplary steps of the embodiment of the present disclosure:
[0054] S101. Displaying a game scene to be edited in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted.
[0055] In the disclosed embodiment, in order to enhance the player's sense of participation in the game, the player can edit the game scene through editing operations. For example, the player can obtain the edited game scene by moving and adjusting the components in the scene, and then control the target virtual object to perform virtual interactive operations in the edited game scene.
[0056] Specifically, the game level scene to be edited may include scene components. When the game is running, the scene components can be placed in the virtual level scene to be edited to form a virtual game scene. For the above example, players can place scene components (different types of virtual buildings, etc.) in the game scene to be edited through editing operations to form a virtual game scene that can be played by virtual objects.
[0057] In an optional embodiment, there are multiple components to be adjusted in the game scene to be edited. The player can adjust the scene components in the state to be adjusted through different editing operations on different scene components to be adjusted, so as to obtain a game scene that meets the player's expectations, thereby improving the player's gaming experience.
[0058] S102, in response to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain an adjusted game scene to be edited.
[0059] In the disclosed embodiment, the determination of the target scene component in the state to be adjusted can be carried out by the player selecting any scene component in the scene components to be adjusted, "lifting" the target scene component from the landing position placed in the game scene to be edited, and then transforming the target scene component to the state to be adjusted.
[0060] In an optional implementation, the target adjustment method for the at least one target scene component includes at least one of the following:
[0061] Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
[0062] The following will explain in detail the target adjustment methods for different target scene components.
[0063] In an optional implementation, when the target adjustment method includes batch moving multiple target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0064] a1: In response to a long press operation on the first target scene component, determine that the first target scene component enters a state to be adjusted.
[0065] a2: In response to a drag operation on the first target scene component in the state to be adjusted, control the target scene component to move in the game scene to be edited.
[0066] a3: in the process of the first target scene component moving in the game scene to be edited, in response to receiving a click operation on the second target scene component, determining that the second target scene component enters a state to be adjusted;
[0067] a4: Continue to respond to the drag operation on the first target scene component in the state to be adjusted, and control the first target scene component and the second target scene component to move in the game scene to be edited.
[0068] a5: In response to the end of the dragging operation on the first target scene component, determine the target positions of the first target scene component and the second target scene component in the game scene to be edited.
[0069] a6: In response to the editing end operation, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0070] In the embodiment of the present disclosure, the first trigger operation for the first target scene component can be a long press operation. Upon receiving the long press operation for any target scene component among multiple scene components to be edited in the game scene to be edited, it is determined that the player has selected the target scene component, and the target scene component enters a state to be adjusted.
[0071] In an optional implementation, in order to enable the player to clearly understand which target scene component or components are currently in the state to be adjusted, after determining that the target scene component has entered the state to be adjusted, prompt information can be displayed in the graphical user interface to accurately prompt the player of the currently selected target scene component in the state to be adjusted, thereby improving the efficiency of human-computer interaction.
[0072] Specifically, after determining that the first target scene component is selected, the first target scene component can be adjusted from a state of being placed in the game scene to be edited to a "lifted" state, and at the same time, a graphic prompt information is displayed at the first scene position where the first target scene component is located.
[0073] Exemplarily, the graphical prompt information may be a projection of the first target scene component, etc.
[0074] Furthermore, after it is determined that the player controls the first scene component to enter the state to be adjusted through a triggering operation, the first scene component can be controlled to move in the game scene to be edited through continuous dragging operations, and the first scene component can be placed after determining a suitable scene position, thereby completing the editing operation of the scene component in the scene to be edited.
[0075] Here, in the related art, when adjusting the position or details of different scene components, the adjustments are made by adjusting each scene component separately. This may require players to repeatedly adjust different scene components. The adjustment steps are cumbersome, and the scene adjustment efficiency and human-computer interaction efficiency are low.
[0076] Based on this, in the embodiment of the present disclosure, multiple target scene components can be selected and controlled to move simultaneously in the game scene to be edited, so as to improve the control efficiency of the target scene components in the game scene to be edited, thereby improving the scene adjustment efficiency and human-computer interaction efficiency.
[0077] Specifically, after the first target scene component is controlled to enter the state to be adjusted through a long press operation, while controlling the first target scene component to move in the game scene to be edited, if a click operation is received again for the second target scene component, it is determined that the second target scene component is selected at the same time. At this time, the first target scene component and the second target scene component can be controlled to move in the game scene to be edited at the same time through the operation on the first target scene component.
[0078] In an optional embodiment, while controlling the movement of the first target scene component in the game scene to be edited, the second, third or even fourth scene components can be selected and moved at the same time by clicking, and after selecting multiple scene components, the adjustment status of the target scene component can be canceled by canceling the operation, and the target scene component can be controlled to be placed back to the position before moving.
[0079] Specifically, the adjustment method further includes:
[0080] b1: In response to the triggering of the cancel operation, detecting whether the number of scene components in the to-be-adjusted state is greater than a preset number threshold.
[0081] b2: If the number of scene components in the to-be-adjusted state is greater than a preset number threshold, control the target scene component of the cancellation operation to be placed back to the scene position before the movement.
[0082] b3: If the number of scene components in the state to be adjusted is less than or equal to the preset number threshold, a cancellation failure prompt message is displayed.
[0083] In the embodiment of the present disclosure, the cancel operation on the target scene component may be a click operation on the selected batch move target scene component again.
[0084] For example, if in the process of controlling the movement of target scene component 1, target scene component 2 and target scene component 3 are selected by clicking operations respectively, at this time, target scene component 2 and target scene component 3 enter the state to be adjusted, and at the same time follow the control operation for target scene component 1 and move in the game scene to be edited; and in this process, if a click operation for target scene component 3 is received again, it is determined to cancel the movement control of target scene component 3, and place target scene component 3 back to the scene position in the game scene to be edited before the movement.
[0085] In an optional implementation, the cancel operation of the target scene component is performed during the control operation of the target scene component. While performing the cancel operation, it is necessary to ensure that at least one target scene component is in a state to be adjusted to ensure that the current player's adjustment and editing operation is valid and has results. Therefore, when the player's cancel operation is received, if it is determined that the number of scene components currently in a state to be adjusted is greater than a preset number threshold (the preset number threshold can be set to 1 or other numbers according to requirements), the cancel operation can be performed on the selected target scene component. If it is determined that the number of scene components currently in a state to be adjusted is less than or equal to the preset number threshold, the cancel operation cannot be performed, and a cancellation failure prompt message is displayed, prompting the player that the cancel operation cannot be performed on the target scene component.
[0086] In an optional embodiment, the cancellation failure prompt information can be an icon prompt information or a text prompt information. When the cancellation failure prompt information is an icon prompt information, a preset prompt mark (for example, an exclamation mark icon, etc.) can be displayed in the graphical user interface; when the cancellation failure prompt information is a text prompt information, the prompt words "The current scene component cannot be canceled" can be displayed in the graphical user interface.
[0087] For the above example, in the process of simultaneously controlling the movement of the target scene component 1, the target scene component 2 and the target scene component 3, if a click operation for the target scene component 3 is received again, it is determined that the number of target scene components currently in the state to be adjusted is 3, which is greater than the preset number threshold 1, and it is determined to cancel the movement control of the target scene component 3, and place the target scene component 3 back to the scene position in the game scene to be edited before the movement; further, in the process of simultaneously controlling the movement of the target scene component 1 and the target scene component 2, if a click operation for the target scene component 2 is received again, it is determined that the number of target scene components currently in the state to be adjusted is 2, which is greater than the preset number threshold 1, and it is determined to cancel the movement control of the target scene component 2, and place the target scene component 2 back to the scene position in the game scene to be edited before the movement; further, in the process of simultaneously controlling the movement of the target scene component 1, if a click operation for the target scene component 1 is received again, it is determined that the number of target scene components currently in the state to be adjusted is 1, which is equal to the preset number threshold 1, and the cancellation operation for the target scene component 1 cannot be performed at this time, and a cancellation failure prompt message "The current scene component cannot be canceled" will be displayed.
[0088] Furthermore, after determining that the dragging operation for the first target scene component has ended, the target positions of the current first target scene component and the second target scene component in the game scene to be edited are determined. At this time, the first target scene component and the second target scene component are in a state to be adjusted and are located above the corresponding target positions. After determining that the editing operation has been received, it is necessary to place the first target scene component and the second target scene component at the target position to complete the adjustment of the game scene to be edited and obtain the adjusted game scene to be edited.
[0089] In an optional implementation, the edit end operation may be issued through an edit completion control displayed in a graphical user interface. In order to reduce the blocking of the edit completion control on the game scene to be edited in the graphical user interface, the edit completion control may be set in a blank position in the graphical user interface that does not block the game scene to be edited. For example, it may be displayed in the blank space at the bottom of the graphical user interface. The edit end operation may then be issued through a trigger operation for the edit completion control.
[0090] Specifically, the step of “in response to the editing end operation, placing the first target scene component and the second target scene component at the target position to obtain an adjusted game scene to be edited” includes:
[0091] c1: In response to a trigger operation on the editing completion control, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0092] In an optional implementation, the triggering operation for the editing completion control may be a touch operation on the editing completion control or a click operation on the editing completion control.
[0093] For example, when the terminal device is a mobile terminal, the trigger operation for the editing completion control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the editing completion control; when the terminal device is a PC, the trigger operation for the editing completion control can be a click operation on the storage control through an external input device (through a mouse click operation, etc.).
[0094] In another optional implementation, when the target adjustment method includes exchanging different target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0095] d1: In response to a long press operation on the first target scene component, determine that the first target scene component enters a state to be adjusted.
[0096] d2: In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a state to be adjusted.
[0097] d3: In response to simultaneously receiving click operations on the first scene component in the state to be adjusted and the first scene component and the second scene component in the state to be adjusted, the first scene component and the second scene component belong to the first target scene component or the second target scene component; placing the first scene component in the state to be adjusted above the second scene position where the second scene component is located, and placing the second scene component in the state to be adjusted above the first scene position where the first scene component is located.
[0098] d4: In response to the editing end operation, the first scene component is placed at the second scene position, and the second scene component is placed at the first scene position, to obtain an adjusted game scene to be edited.
[0099] In the disclosed embodiment, after selecting different target scene components at the same time, the player may have the need to exchange different target scene components. Therefore, after selecting at least two target scene components, the player can select the first scene component to be adjusted and the second scene component to be adjusted from the first target scene component to be adjusted and the second target scene component to be adjusted through another selection operation; at the same time, the player determines to exchange the positions of the two scene components by clicking on the first scene component in the first target scene component to be adjusted and the second scene component in the second target scene component to be adjusted.
[0100] Similarly, the determination of the target scene component in the state to be adjusted can be achieved by the player selecting any scene component in the scene components to be adjusted, "lifting" the target scene component from its landing position in the game scene to be edited, and then transforming the target scene component to the state to be adjusted.
[0101] Specifically, after determining that click operations are simultaneously received for the first scene component (located at the first scene position in the game scene to be edited) and the second scene component (located at the second scene position in the game scene to be edited), the first scene component is directly placed above the second scene position, and the second scene component is placed above the first scene position to present the effect of the exchanged positions to the player. At this time, it is determined that the editing end operation is received, the first scene component is placed at the second scene position, and the second scene component is placed at the first scene position to complete the position exchange adjustment operation for the first target scene component and the second scene component.
[0102] Similarly, the editing end operation may be issued through a trigger operation for the editing completion control.
[0103] In another optional implementation, if the player is not satisfied with the effect of the exchange position, the player can cancel the exchange operation of the first scene component and the second scene component by canceling the operation (clicking on a blank area of the game scene to be edited, etc.).
[0104] In another optional implementation, when the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained by the following steps:
[0105] e1: In response to a long press operation on the first target scene component, determine that the first target scene component enters a state to be adjusted.
[0106] e2: In response to a drag operation on the first target scene component in the state to be adjusted, control the target scene component to move in the game scene to be edited.
[0107] e3: During the process of moving the first target scene component in the game scene to be edited, if the component position of the first target scene component coincides with the component position of the third target scene component, in response to simultaneously receiving a click operation on the first target scene component and on a blank area in the game scene to be edited, the third target scene component is controlled to enter a state to be adjusted, and the first target scene component is placed above the third scene position of the third target scene component.
[0108] e4: In response to the editing end operation, the first target scene component is placed in the third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0109] In the disclosed embodiment, when controlling the first target scene component to move in the game scene to be edited, the first target scene component may overlap with the third target scene component placed in the game scene to be edited. If a click operation is received simultaneously for the first target scene component and for the game scene to be edited, it is determined that the player currently wants to exchange the first target scene component and the third target scene component.
[0110] In an optional embodiment, in the game scene to be edited, each scene component is arranged in a grid form, and the scene positions of different scene components in the game scene to be edited are occupied by grids. Therefore, whether the first target scene component overlaps with the third target scene component can be determined based on the grid overlap between the first target scene component and the third target scene component.
[0111] Specifically, the overlap determination criterion for the first target scene component and the third target scene component is to determine the overlapping portion between the first target scene component and the third target scene component (without determining the proportion of the overlapping portion in the target scene component).
[0112] Furthermore, after determining that the first target scene component overlaps with the third target scene component, the player can continue to convey the player's intention to exchange the first target scene component with the third target scene component by clicking on the first target scene component and the blank space of the game scene to be edited. After determining that the click operations on the first target scene component and the blank space of the game scene to be edited are received at the same time, the third target scene component enters a state to be adjusted, and the first target scene component is placed above the third scene position of the third target scene component and enters a state to be placed.
[0113] Furthermore, after it is determined that a component replacement operation is received, the first target scene component is placed at the third scene position of the third target scene component, and the target scene component currently controlled by the player is replaced with the third target scene component.
[0114] In an optional embodiment, similarly, the editing end operation for the first target scene component and the third target scene component can be issued through the editing end operation. In order to reduce the operation steps of the player moving to the editing completion control to issue the editing end operation, and further improve the human-computer interaction efficiency and player experience, after determining that the component position of the first target scene component coincides with the component position of the third target scene component, the replacement control can be displayed, and the player can directly issue the component replacement operation through the trigger operation of the replacement control to complete the replacement of the first target scene component and the third target scene component.
[0115] Specifically, when the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained through the following steps:
[0116] f1: In response to a long press operation on the first target scene component, determine that the first target scene component enters a state to be adjusted.
[0117] f2: during the movement of the first target scene component in the game scene to be edited, in response to the component position of the first target scene component overlapping with the component position of the third target scene component, a replacement control is displayed in the graphical user interface.
[0118] f3: In response to the trigger operation for the replacement control, the third target scene component is controlled to enter a state to be adjusted, and the first target scene component is placed in the third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0119] In an optional embodiment, the state to be adjusted of the first target scene component can also be determined by the player selecting any scene component in the scene components to be adjusted, "lifting" the target scene component from its landing position in the game scene to be edited, and making the first target scene component enter the state to be adjusted.
[0120] In the disclosed embodiment, in order to reduce the player's operation steps and operation editing degree, the replacement control can be directly displayed at the preset position of the first target scene component or the third target scene component, so that the player can directly issue a trigger operation for the replacement control, further improving the component replacement efficiency.
[0121] Specifically, after the replacement control is displayed, the player directly places the first target scene component at the third scene position, and continues to control the third target scene component that has entered the state to be adjusted to move in the game scene to be edited, and determines the appropriate position to place the third target scene component. This reduces the process of the first target scene component entering the state to be placed and confirming the editing end operation, and completes the component replacement operation simply and quickly, thereby improving the component replacement efficiency and human-computer interaction efficiency.
[0122] In another optional implementation, when the target adjustment method includes adjusting the placement angle of the target scene component, the adjusted game scene to be edited is obtained by the following steps:
[0123] g1: In response to a long press operation on the first target scene component, determine that the first target scene component enters a state to be adjusted.
[0124] g2: In response to simultaneously receiving a selection operation on the first target scene component in the state to be adjusted and a sliding operation on the blank area in the game scene to be edited, the first target scene component is rotated based on the sliding direction and sliding angle of the sliding operation.
[0125] g3: In response to the editing end operation, the first target scene component is placed according to the rotated first target rotation angle to obtain the adjusted game scene to be edited.
[0126] In an embodiment of the present disclosure, when it is necessary to adjust the placement angle of the first target scene component in the game scene to be edited, the first target scene component can be selected. Exemplarily, the selection operation of the first target scene component can be a long press operation on the first target scene component. At the same time, a sliding operation is performed in a blank area in the game scene to be edited. According to the sliding direction and sliding angle of the sliding operation, the rotation direction and rotation angle of the first target scene component are determined. After determining that the editing end operation has been received, the first target scene component is placed according to the rotated first target rotation angle to obtain the adjusted game scene to be edited.
[0127] In an optional implementation, the blank area in the game scene to be edited refers to a position in the game scene to be edited where no other scene components exist, so as to ensure that when the placement angle of the first target scene component is adjusted, the normal placement of other scene components is not affected.
[0128] In an optional embodiment, in the related technology, when rotating a scene component in a game scene to be edited, the rotation is generally performed with the center point of the target scene component as the central axis. In this way, the position of the scene component will not be changed during the rotation process, but the scene component will be rotated at the original position. In this way, the player's need to move the target scene component while rotating cannot be met during the rotation process. Based on this, in the embodiment of the present disclosure, when rotating the target scene component, it can be rotated with the operation position of the selected operation as the central axis, and then the position of the target scene component can be updated while rotating the target scene component, thereby improving the richness and diversity of adjustments to the target scene component.
[0129] Specifically, the step of “rotating the first target scene component based on the sliding direction and the sliding angle of the sliding operation” includes:
[0130] h1: Determine the selected position of the selection operation in the first target scene component.
[0131] h2: Rotate the first target scene component based on the sliding direction and sliding angle of the sliding operation with the selected position as the center.
[0132] In an optional embodiment, when determining to rotate and adjust the placement angle for the first target scene component, the selected position of the current selection operation for the first target scene component can be determined, and the placement angle of the first target scene component can be rotated according to the sliding direction of the sliding operation with the selected position as the center.
[0133] Specifically, in the game scene to be edited, each scene component is arranged in a grid form. When rotating the first target scene component, it is necessary to determine the grid position of the selection operation for the first target scene component, and rotate the first target scene component with the grid position of the selection operation as the center.
[0134] For example, see Figure 2 , Figure 2 A schematic diagram of scene component rotation provided by an embodiment of the present disclosure, such as Figure 2 As shown, if the operation position of the current selection operation for the first target scene component is the grid position of the upper left corner of the first target scene component, then when the first target scene component is rotated, the first target scene component is rotated with the grid position of the upper left corner of the first target scene component as the rotation center.
[0135] In an optional embodiment, the sliding direction and sliding angle of the sliding operation can be mapped one-to-one with the rotation direction and rotation angle of the first target scene component. For example, with the contact position of the current sliding operation with the graphical user interface as the center, the sliding direction and sliding angle of the sliding operation are 30° to the left, then the placement angle of the first target scene component in the game scene to be edited can also be rotated 30° to the left.
[0136] In an optional implementation, in order to improve the adjustment efficiency of scene components in the game scene to be edited, at least two selected target scene components can be rotated at the same time, and the placement angles of the target scene components can be adjusted to obtain an adjusted game scene to be edited.
[0137] Specifically, the adjustment method further includes:
[0138] i1: In response to simultaneously receiving a sliding operation on a first scene component in a first target scene component in the state to be adjusted and a second scene component in a second target scene component in the state to be adjusted, the first scene component and the second scene component are rotated simultaneously based on a sliding direction and a sliding angle of the sliding operation.
[0139] i2: In response to the editing end operation, the first scene component and the second scene component are placed according to the rotated second target rotation angle to obtain an adjusted game scene to be edited.
[0140] In an optional embodiment, before performing a sliding operation on the first target scene component and the second target scene component, the first target scene component and the second target scene component may be selected through a long press operation, and then a sliding operation may be performed on any first scene component among the first target scene components that enter a state to be adjusted and any second scene component among the second target scene components that enter a state to be adjusted, and the placement angles of the first scene component and the second scene component may be adjusted at the same time.
[0141] Specifically, when rotating the first scene component and the second scene component, the rotation can also be performed with the operation position of the sliding operation of the first scene component and the second scene component as the central axis, and the placement angles of the first scene component and the second scene component in the game scene to be edited can be adjusted simultaneously according to the sliding direction and sliding angle of the sliding operation to improve the efficiency of adjustment of the target scene component.
[0142] Here, the specific adjustment method for the placement angles of the first scene component and the second scene component is consistent with the adjustment method for the first target scene component, and will not be repeated here.
[0143] Similarly, the editing end operation may be issued through a trigger operation for the editing completion control.
[0144] In an optional implementation, the adjustment of the placement angles of the first scene component and the second scene component may be performed after the positions of the first scene component and the second scene component are swapped and adjusted.
[0145] Specifically, after swapping the positions of the first scene component and the second scene component, the triggering operation on the first scene component and the second scene component is kept alive, and a continuous sliding operation is directly performed to adjust the placement angles of the first scene component and the second scene component in the game scene to be edited. This can reduce the steps for adjusting the target scene component and improve the efficiency and richness of the adjustment of the target scene component.
[0146] In another optional implementation, when the target adjustment method includes aligning and gathering multiple target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0147] j1: In response to a long press operation on the first target scene component, determine that the first target scene component enters a state to be adjusted.
[0148] j2: In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a state to be adjusted.
[0149] j3: In response to receiving a target sliding operation, determining a component alignment boundary line consistent with an operation direction of the target sliding operation based on a component position of the first target scene component and a component position of the second target scene component.
[0150] j4: controlling the first target scene component and / or the second target scene component to move toward the component alignment boundary line, and determining an adjusted position of the first target scene component and / or the second target scene component after movement.
[0151] j5: In response to the editing end operation, based on the adjusted position of the first target scene component and / or the second target scene component after moving, an adjusted game scene to be edited is obtained.
[0152] In an optional embodiment, as mentioned above, in the game scene to be edited, each scene component is arranged in a grid form, and the scene positions of different scene components in the game scene to be edited are occupied by grids. The area of the grid in the game scene to be edited is also limited. Sometimes players need to make good use of the grid as much as possible to reduce the gaps between scene components, and then place as many scene components as possible in the game scene to be edited. Therefore, multiple selected target scene components can be aligned and gathered through a target sliding operation.
[0153] Here, an alignment and gathering operation for multiple target scene components can be issued according to a target sliding operation. Specifically, the target sliding operation is a sliding operation issued by the player with a target gesture. Exemplarily, the target sliding operation can be a three-finger sliding operation.
[0154] In an optional embodiment, after determining that a target sliding operation has been received, the current alignment and gathering direction for multiple target scene components can be determined according to the operation direction of the sliding operation, and then the alignment boundary line can be determined according to the component position of each target scene component, and then the multiple target scene components can be controlled to move toward the alignment boundary line, and then the multiple target scene components can be aligned and gathered to obtain an adjusted game scene to be edited.
[0155] Here, the alignment boundary line is determined according to the component boundary lines of the multiple scene components to be moved and the alignment movement direction. Specifically, the alignment boundary line is the component boundary line of the scene component located at the final position in the movement direction.
[0156] Exemplarily, if the first target scene component and the second target scene component are the target scene components to be gathered, and the first target scene component is located above the second target scene component, at this time, if the sliding direction of the received target sliding operation is upward, at this time, the component boundary line at the uppermost position of the first target scene component is used as the alignment boundary line, and the second target scene component is controlled to move toward the alignment boundary line to obtain the first target scene component and the second target scene component after alignment and gathering.
[0157] Specifically, the adjusted position of the first target scene component and / or the second target scene component after moving is determined by the following steps:
[0158] k1: Detect whether a component boundary line of the first target scene component or the second target scene component coincides with the alignment boundary line.
[0159] k2: Determine the current position of the target scene component whose component boundary line coincides with the alignment boundary line as the adjustment position.
[0160] k3: For the target scene component whose component boundary line does not overlap with the alignment boundary line, control the target scene component to move toward the alignment boundary line. If the target scene component does not overlap with the component position of other scene components during the movement, the position after the component boundary line of the target scene component is aligned with the alignment boundary line is determined as the adjustment position.
[0161] k4: If the target scene component coincides with the component position of other scene components during the movement, the position of the target component after movement is aligned with the position of the other scene components and does not overlap, and is determined as the adjustment position.
[0162] In the disclosed embodiment, for scene components whose component boundary lines coincide with the alignment boundary lines, it is determined that the current scene component is already located at the position of the alignment boundary line to be moved and aligned, and there is no need to move it again, but the current position of the scene component is determined as the adjustment position; and for scene components whose component boundary lines do not coincide with the alignment boundary lines, it is necessary to move toward the component alignment boundary line in the operation direction of the received target sliding operation, and if the target scene component does not coincide with the component positions of other scene components during the movement, the position after the component boundary line of the target scene component is aligned with the alignment boundary line is determined as the adjustment position; if the target scene component coincides with the component positions of other scene components during the movement, the position after the target component is moved and is aligned with and does not overlap with the positions of other scene components is determined as the adjustment position.
[0163] That is, in the process of moving the first target scene component and the second target scene component toward the alignment boundary line, it is necessary not to exceed the alignment boundary line and not to overlap with the positions of other scene components.
[0164] Furthermore, if during the adjustment process for the target scene component, the player is not satisfied with the current adjustment and needs to cancel the adjustment for the target scene component, the editing of the target scene component can be undone by canceling the editing operation.
[0165] Specifically, the adjustment method further includes:
[0166] l1: In response to the trigger operation for canceling the editing control, cancel the adjustment operation for the at least one target scene component, and restore the game scene to be edited to the game scene before the adjustment.
[0167] In the disclosed embodiment, a cancel edit control is also displayed in the graphical user interface, and the player can cancel the editing operation on the target scene component by triggering the cancel edit control.
[0168] Specifically, in order to reduce the obstruction of the cancel edit control on the game scene to be edited in the graphical user interface, the cancel edit control can be set in a blank position in the graphical user interface that does not obstruct the game scene to be edited. For example, it can be displayed in the blank space at the bottom of the graphical user interface.
[0169] In an optional implementation, if multiple steps of adjustment operations are performed on the target scene component, the latest adjustment for the target scene group can be undone by a trigger operation for canceling the edit control; or all adjustments to the target scene component can be undone by a trigger operation for canceling the edit control. However, undoing all adjustments to the target component may undo adjustment operations that the player does not want to undo. Therefore, in order to better meet the player's adjustment needs for the target scene component, in the present disclosed embodiment, it is preferred to undo the adjustment operation of the target scene component by undoing the latest adjustment to the target scene group through a touch operation for canceling the edit control.
[0170] The following is an example to illustrate the adjustment process of the scene component in the embodiment of the present disclosure:
[0171] See also Figure 3 , Figure 3 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 3 As shown, a first target scene component 310 is displayed in the graphical user interface 300. By long pressing the first target scene component 310, the first target scene component 310 is selected, and the first target scene component 310 enters a state to be adjusted. The first target scene component 310 can be dragged and moved in the game scene to be edited by long pressing, as shown in FIG. Figure 3 As shown, the first target scene component 310 is controlled to move to the right; at the same time, a cancel edit control 320 and an edit completion control 330 are also displayed in the graphical user interface 300. By triggering the cancel edit control 320, the adjustment operation on the first target scene component 310 can be undone; or by triggering the edit completion control 330, the adjustment operation on the first target scene component 310 can be completed to obtain the completed game scene to be edited.
[0172] See also Figure 4 , Figure 4 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 4As shown, in the process of controlling the movement of the first target scene component 310, if a click operation is received for the second target scene component 340, the second target scene component 340 enters a state to be adjusted, and at the same time controls the first target scene component 310 and the second target scene component 340 to move in the game scene to be edited, as shown in FIG. Figure 4 As shown, the first target scene component 310 and the second target scene component 340 are controlled to move downward.
[0173] See also Figure 5 , Figure 5 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 5 As shown, if click operations are received simultaneously for the first target scene component 310 and the second target scene component 340 , it is determined to perform exchange position adjustment for the first target scene component 310 and the second target scene component 340 .
[0174] For further information, see Figure 6 , Figure 6 The fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 6 As shown, after the click operation on the first target scene component 310 and the second target scene component 340 is completed, the positions of the first target scene component 310 and the second target scene component 340 are exchanged.
[0175] See also Figure 7 , Figure 7 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure is shown in FIG. Figure 7 As shown, when controlling the first target scene component 310 to move in the game scene to be edited, if it is determined that the first target scene component 310 overlaps with the third target scene component 350, the replacement control 360 is displayed, and the position adjustment of the first target scene component 310 and the third target scene component 350 is triggered by the trigger operation of the replacement control 360.
[0176] For further information, see Figure 8 , Figure 8 The sixth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 8 As shown, after the trigger operation for replacing the control (not shown in the figure), the first target scene component 310 is placed at the original position of the third target scene component 350, and the third target scene component 350 enters the state to be adjusted. The trigger operation is used to control the third target scene component 350 to move in the game scene to be edited, and find a suitable position for placement.
[0177] See also Fig. 9 , Fig. 9The seventh schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Fig. 9 As shown, if a selection operation on the first target scene component 310 and a sliding operation on the blank area in the game scene to be edited are received at the same time, the first target scene component 310 is controlled to rotate the placement angle following the sliding operation with the selection operation as the central axis.
[0178] See also Fig.10 , Fig.10 This is a schematic diagram of component alignment and gathering adjustment provided in an embodiment of the present disclosure, such as Fig.10 As shown, after receiving the target sliding operation, it is determined that the current alignment and gathering direction for the multiple scene components is upward, and the upper boundary of the alignment target scene component 1010 located at the top of the multiple scene components is used as the alignment boundary line, and the multiple scene components move upward to align and gather, and if there are other scene components above, the movement will end at a position that is aligned with and does not overlap with the other scene components, and will no longer continue to move toward the alignment boundary line.
[0179] The scene component adjustment method provided by the embodiment of the present disclosure displays a game scene to be edited in a graphical user interface; in response to a trigger operation for at least one target scene component in at least one scene component to be adjusted, at least one target scene component in the state to be adjusted is adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain the adjusted game scene to be edited. In this way, for at least one selected target scene component, different adjustment methods can be performed on the details of the selected at least one target scene component or the details of multiple scene components can be adjusted at the same time by triggering different operation modes and operation positions, which can reduce the player's adjustment steps for the scene component and help improve the scene component adjustment efficiency and human-computer interaction efficiency.
[0180] Based on the same inventive concept, the embodiment of the present disclosure also provides an adjustment device for the scene component corresponding to the adjustment method of the scene component. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the adjustment method of the scene component in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0181] See also Fig.11 , Fig.11 This is a schematic diagram of the structure of a scene component adjustment device provided by an embodiment of the present disclosure. Fig.11 As shown in , the adjustment device 1100 includes:
[0182] The scene display module 1110 is used to display the game scene to be edited in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted;
[0183] The component adjustment module 1120 is used to respond to the trigger operation of at least one target scene component in the at least one scene component to be adjusted, and adjust the at least one target scene component in the state to be adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, so as to obtain the adjusted game scene to be edited;
[0184] The target adjustment method for the at least one target scene component includes at least one of the following:
[0185] Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
[0186] In an optional implementation, when the target adjustment method includes batch moving multiple target scene components, the component adjustment module 1120 is used to obtain the adjusted game scene to be edited through the following steps:
[0187] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0188] In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene;
[0189] In the process of the first target scene component moving in the to-be-edited game scene, in response to receiving a click operation on the second target scene component, determining that the second target scene component enters a to-be-adjusted state;
[0190] Continue to respond to the drag operation on the first target scene component in the to-be-adjusted state, and control the first target scene component and the second target scene component to move in the to-be-edited game scene;
[0191] In response to the end of the dragging operation on the first target scene component, determining target positions of the first target scene component and the second target scene component in the game scene to be edited;
[0192] In response to the editing end operation, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0193] In an optional implementation, when the target adjustment method includes exchanging the positions of different target scene components, the component adjustment module 1120 is used to obtain the adjusted game scene to be edited through the following steps:
[0194] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0195] In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state;
[0196] In response to receiving click operations on the first scene component and the second scene component in the first target scene component in the state to be adjusted and the second target scene component in the state to be adjusted at the same time, the first scene component and the second scene component belong to the first target scene component or the second target scene component; placing the first scene component in the state to be adjusted above the second scene position where the second scene component is located, and placing the second scene component in the state to be adjusted above the first scene position where the first scene component is located;
[0197] In response to the editing end operation, the first scene component is placed at the second scene position, and the second scene component is placed at the first scene position, to obtain an adjusted game scene to be edited.
[0198] In an optional implementation, when the target adjustment method includes replacing the scene component at the target position, the component adjustment module 1120 is used to obtain the adjusted game scene to be edited through the following steps:
[0199] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0200] In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene;
[0201] During the process of the first target scene component moving in the game scene to be edited, if the component position of the first target scene component coincides with the component position of the third target scene component, in response to receiving a click operation on the first target scene component and on a blank area in the game scene to be edited at the same time, controlling the third target scene component to enter a state to be adjusted, and placing the first target scene component above the third scene position of the third target scene component;
[0202] In response to the editing end operation, the first target scene component is placed at the third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0203] In an optional implementation, when the target adjustment method includes adjusting the placement angle of the target scene component, the component adjustment module 1120 is used to obtain the adjusted game scene to be edited through the following steps:
[0204] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0205] In response to simultaneously receiving a selection operation on a first target scene component in the to-be-adjusted state and a sliding operation on a blank area in the to-be-edited game scene, rotating the first target scene component based on a sliding direction and a sliding angle of the sliding operation;
[0206] In response to the editing end operation, the first target scene component is placed according to the rotated first target rotation angle to obtain an adjusted game scene to be edited.
[0207] In an optional implementation, when the target adjustment method includes aligning and gathering multiple target scene components, the component adjustment module 1120 is used to obtain the adjusted game scene to be edited through the following steps:
[0208] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0209] In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state;
[0210] In response to receiving a target sliding operation, determining a component alignment boundary line consistent with an operation direction of the target sliding operation based on a component position of the first target scene component and a component position of the second target scene component;
[0211] Controlling the first target scene component and / or the second target scene component to move toward the component alignment boundary line, and determining an adjusted position of the first target scene component and / or the second target scene component after the movement;
[0212] In response to the editing end operation, the first target scene component and / or the second target scene component are moved to an adjusted position to obtain an adjusted game scene to be edited;
[0213] The target sliding operation is a sliding operation performed by the player using a target gesture.
[0214] In an optional implementation, the component adjustment module 1120 is used to determine the adjusted position of the first target scene component and / or the second target scene component after moving by the following steps:
[0215] Detecting whether a component boundary line of the first target scene component or the second target scene component coincides with the alignment boundary line;
[0216] Determine the current position of the target scene component whose component boundary line coincides with the alignment boundary line as the adjustment position;
[0217] For a target scene component whose component boundary line does not overlap with the alignment boundary line, controlling the target scene component to move toward the alignment boundary line, and if the target scene component does not overlap with the component position of other scene components during the movement, aligning the component boundary line of the target scene component with the alignment boundary line is determined as the adjustment position;
[0218] If the target scene component coincides with the component position of other scene components during the movement, the position of the target component after movement is aligned with the position of the other scene components and does not overlap, and is determined as the adjusted position.
[0219] In an optional implementation, when the component adjustment module 1120 is used to rotate the first target scene component based on the sliding direction and the sliding angle of the sliding operation, the component adjustment module 1120 is used to:
[0220] Determining a selected position of the selection operation in the first target scene component;
[0221] The first target scene component is rotated based on the sliding direction and sliding angle of the sliding operation with the selected position as the center.
[0222] In an optional implementation, the adjustment device 1100 further includes a component synchronous rotation module (not shown in the figure), and the component synchronous rotation module is used to:
[0223] In response to simultaneously receiving a sliding operation on a first scene component and a second scene component in a first target scene component in the to-be-adjusted state and a second target scene component in the to-be-adjusted state, the first scene component and the second scene component belonging to the first target scene component or the second target scene component; based on a sliding direction and a sliding angle of the sliding operation, simultaneously rotating the first scene component and the second scene component;
[0224] In response to the editing end operation, the first scene component and the second scene component are placed according to the rotated second target rotation angle to obtain an adjusted game scene to be edited.
[0225] In an optional implementation, the adjustment device 1100 further includes a component selection and cancellation module (not shown in the figure), and the component selection and cancellation module is used to:
[0226] In response to triggering of the cancel operation, detecting whether the number of scene components in the to-be-adjusted state is greater than a preset number threshold;
[0227] If the number of scene components in the to-be-adjusted state is greater than a preset number threshold, controlling the target scene component of the cancellation operation to be placed back to the scene position before the movement;
[0228] If the number of scene components in the state to be adjusted is less than or equal to the preset number threshold, a cancellation failure prompt message is displayed.
[0229] In an optional implementation, an edit completion control is displayed in the graphical user interface; when the component adjustment module 1120 is used to place the first target scene component and the second target scene component at the target position in response to the edit completion operation to obtain the adjusted game scene to be edited, the component adjustment module 1120 is used to:
[0230] In response to a trigger operation on the editing completion control, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0231] In an optional implementation, when the target adjustment method includes replacing the scene component at the target position, the component adjustment module 1120 is further configured to obtain the adjusted game scene to be edited through the following steps:
[0232] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0233] During the process of the first target scene component moving in the game scene to be edited, in response to the component position of the first target scene component coinciding with the component position of the third target scene component, displaying a replacement control in the graphical user interface;
[0234] In response to a trigger operation for the replacement control, the third target scene component is controlled to enter a state to be adjusted, and the first target scene component is placed in a third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0235] In an optional implementation, the adjustment device 1100 further includes an adjustment cancellation module (not shown in the figure), and the adjustment cancellation module is used to:
[0236] In response to the trigger operation for canceling the editing control, the adjustment operation for the at least one target scene component is canceled, and the game scene to be edited is restored to the game scene before the adjustment.
[0237] The scene component adjustment device provided by the embodiment of the present disclosure displays a game scene to be edited in a graphical user interface; in response to a trigger operation for at least one target scene component in at least one scene component to be adjusted, at least one target scene component in the state to be adjusted is adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain the adjusted game scene to be edited. In this way, for at least one selected target scene component, different adjustment methods can be performed on the details of the selected at least one target scene component or the details of multiple scene components can be adjusted at the same time by triggering different operation modes and operation positions, which can reduce the player's adjustment steps for the scene component and help improve the scene component adjustment efficiency and human-computer interaction efficiency.
[0238] See also Fig.12 , Fig.12 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.12 As shown in , the electronic device 1200 includes a processor 1210 , a memory 1220 and a bus 1230 .
[0239] The memory 1220 stores machine-readable instructions executable by the processor 1210. When the electronic device 1200 is running, the processor 1210 communicates with the memory 1220 via the bus 1230, so that the processor 1210 executes the following instructions when running:
[0240] A game scene to be edited is displayed in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted;
[0241] In response to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain an adjusted game scene to be edited;
[0242] The target adjustment method for the at least one target scene component includes at least one of the following:
[0243] Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
[0244] In an optional implementation, in the instructions executed by the processor 1210, when the target adjustment method includes batch moving multiple target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0245] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0246] In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene;
[0247] In the process of the first target scene component moving in the to-be-edited game scene, in response to receiving a click operation on the second target scene component, determining that the second target scene component enters a to-be-adjusted state;
[0248] Continue to respond to the drag operation on the first target scene component in the to-be-adjusted state, and control the first target scene component and the second target scene component to move in the to-be-edited game scene;
[0249] In response to the end of the dragging operation on the first target scene component, determining target positions of the first target scene component and the second target scene component in the game scene to be edited;
[0250] In response to the editing end operation, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0251] In an optional implementation, in the instructions executed by the processor 1210, when the target adjustment method includes exchanging the positions of different target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0252] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0253] In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state;
[0254] In response to receiving click operations on the first scene component and the second scene component in the first target scene component in the state to be adjusted and the second target scene component in the state to be adjusted at the same time, the first scene component and the second scene component belong to the first target scene component or the second target scene component; placing the first scene component in the state to be adjusted above the second scene position where the second scene component is located, and placing the second scene component in the state to be adjusted above the first scene position where the first scene component is located;
[0255] In response to the editing end operation, the first scene component is placed at the second scene position, and the second scene component is placed at the first scene position, to obtain an adjusted game scene to be edited.
[0256] In an optional implementation, in the instructions executed by the processor 1210, when the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained by the following steps:
[0257] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0258] In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene;
[0259] During the process of the first target scene component moving in the game scene to be edited, if the component position of the first target scene component coincides with the component position of the third target scene component, in response to receiving a click operation on the first target scene component and on a blank area in the game scene to be edited at the same time, controlling the third target scene component to enter a state to be adjusted, and placing the first target scene component above the third scene position of the third target scene component;
[0260] In response to the editing end operation, the first target scene component is placed at the third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0261] In an optional implementation, in the instructions executed by the processor 1210, when the target adjustment method includes adjusting the placement angle of the target scene component, the adjusted game scene to be edited is obtained by the following steps:
[0262] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0263] In response to simultaneously receiving a selection operation on a first target scene component in the to-be-adjusted state and a sliding operation on a blank area in the to-be-edited game scene, rotating the first target scene component based on a sliding direction and a sliding angle of the sliding operation;
[0264] In response to the editing end operation, the first target scene component is placed according to the rotated first target rotation angle to obtain an adjusted game scene to be edited.
[0265] In an optional implementation, in the instructions executed by the processor 1210, when the target adjustment method includes aligning and gathering multiple target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0266] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0267] In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state;
[0268] In response to receiving a target sliding operation, determining a component alignment boundary line consistent with an operation direction of the target sliding operation based on a component position of the first target scene component and a component position of the second target scene component;
[0269] Controlling the first target scene component and / or the second target scene component to move toward the component alignment boundary line, and determining an adjusted position of the first target scene component and / or the second target scene component after the movement;
[0270] In response to the editing end operation, based on the adjusted position of the first target scene component and / or the second target scene component after moving, an adjusted game scene to be edited is obtained;
[0271] The target sliding operation is a sliding operation performed by the player using a target gesture.
[0272] In an optional implementation manner, in the instructions executed by the processor 1210, the adjusted position of the first target scene component and / or the second target scene component after moving is determined by the following steps:
[0273] Detecting whether a component boundary line of the first target scene component or the second target scene component coincides with the alignment boundary line;
[0274] Determine the current position of the target scene component whose component boundary line coincides with the alignment boundary line as the adjustment position;
[0275] For a target scene component whose component boundary line does not overlap with the alignment boundary line, controlling the target scene component to move toward the alignment boundary line, and if the target scene component does not overlap with the component position of other scene components during the movement, aligning the component boundary line of the target scene component with the alignment boundary line is determined as the adjustment position;
[0276] If the target scene component coincides with the component position of other scene components during the movement, the position of the target component after movement is aligned with the position of the other scene components and does not overlap, and is determined as the adjusted position.
[0277] In an optional implementation, in the instruction executed by the processor 1210, rotating the first target scene component based on the sliding direction and the sliding angle of the sliding operation includes:
[0278] Determining a selected position of the selection operation in the first target scene component;
[0279] The first target scene component is rotated based on the sliding direction and sliding angle of the sliding operation with the selected position as the center.
[0280] In an optional implementation manner, the instructions executed by the processor 1210 further include:
[0281] In response to simultaneously receiving a sliding operation on a first scene component and a second scene component in a first target scene component in the to-be-adjusted state and a second target scene component in the to-be-adjusted state, the first scene component and the second scene component belonging to the first target scene component or the second target scene component; based on a sliding direction and a sliding angle of the sliding operation, simultaneously rotating the first scene component and the second scene component;
[0282] In response to the editing end operation, the first scene component and the second scene component are placed according to the rotated second target rotation angle to obtain an adjusted game scene to be edited.
[0283] In an optional implementation manner, the instructions executed by the processor 1210 further include:
[0284] In response to triggering of the cancel operation, detecting whether the number of scene components in the to-be-adjusted state is greater than a preset number threshold;
[0285] If the number of scene components in the to-be-adjusted state is greater than a preset number threshold, controlling the target scene component of the cancellation operation to be placed back to the scene position before the movement;
[0286] If the number of scene components in the state to be adjusted is less than or equal to the preset number threshold, a cancellation failure prompt message is displayed.
[0287] In an optional implementation, an edit completion control is displayed in the graphical user interface; in the instructions executed by the processor 1210, in response to the edit completion operation, the first target scene component and the second target scene component are placed at the target position to obtain the adjusted game scene to be edited, including:
[0288] In response to a trigger operation on the editing completion control, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0289] In an optional implementation, in the instructions executed by the processor 1210, when the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained by the following steps:
[0290] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0291] During the process of the first target scene component moving in the game scene to be edited, in response to the component position of the first target scene component coinciding with the component position of the third target scene component, displaying a replacement control in the graphical user interface;
[0292] In response to a trigger operation for the replacement control, the third target scene component is controlled to enter a state to be adjusted, and the first target scene component is placed in a third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0293] In an optional implementation manner, a cancel edit control is displayed in the graphical user interface; the instructions executed by the processor 1210 further include:
[0294] In response to the trigger operation for canceling the editing control, the adjustment operation for the at least one target scene component is canceled, and the game scene to be edited is restored to the game scene before the adjustment.
[0295] Through the above method, for at least one selected target scene component, different adjustment methods can be performed on the selected at least one target scene component by triggering different operation methods and operation positions, or the details of multiple scene components can be adjusted at the same time, which can reduce the adjustment steps of the player for the scene component, and help improve the adjustment efficiency of the scene component and the efficiency of human-computer interaction. Further, in order to enable the player to clearly understand which one or several target scene components are currently in the state to be adjusted, after determining that the target scene component has entered the state to be adjusted, a prompt message can be displayed in the graphical user interface to accurately prompt the player of the target scene component currently selected in the state to be adjusted, thereby improving the efficiency of human-computer interaction; further, after displaying the replacement control, the player directly places the first target scene component at the third scene position, and continues to control the third target scene component that has entered the state to be adjusted to move in the game scene to be edited, and determines the appropriate position to place the third target scene component, which reduces the process of the first target scene component entering the state to be placed and confirming through the editing end operation, and simply and quickly completes the component replacement operation, thereby improving the efficiency of component replacement and human-computer interaction. Furthermore, when rotating the target scene component, it can be rotated based on the operation position of the selected operation as the central axis, and then the position of the target scene component can be updated simultaneously while rotating the target scene component, thereby improving the richness and diversity of adjustments to the target scene component; further, by aligning and gathering the selected multiple target scene components through the target sliding operation, the grid can be used as much as possible to reduce the gaps between scene components, thereby placing as many scene components as possible in the game scene to be edited.
[0296] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:
[0297] A game scene to be edited is displayed in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted;
[0298] In response to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain an adjusted game scene to be edited;
[0299] The target adjustment method for the at least one target scene component includes at least one of the following:
[0300] Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
[0301] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, when the target adjustment method includes batch moving multiple target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0302] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0303] In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene;
[0304] In the process of the first target scene component moving in the to-be-edited game scene, in response to receiving a click operation on the second target scene component, determining that the second target scene component enters a to-be-adjusted state;
[0305] Continue to respond to the drag operation on the first target scene component in the to-be-adjusted state, and control the first target scene component and the second target scene component to move in the to-be-edited game scene;
[0306] In response to the end of the dragging operation on the first target scene component, determining target positions of the first target scene component and the second target scene component in the game scene to be edited;
[0307] In response to the editing end operation, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0308] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, when the target adjustment method includes exchanging the positions of different target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0309] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0310] In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state;
[0311] In response to receiving click operations on the first scene component and the second scene component in the first target scene component in the state to be adjusted and the second target scene component in the state to be adjusted at the same time, the first scene component and the second scene component belong to the first target scene component or the second target scene component; placing the first scene component in the state to be adjusted above the second scene position where the second scene component is located, and placing the second scene component in the state to be adjusted above the first scene position where the first scene component is located;
[0312] In response to the editing end operation, the first scene component is placed at the second scene position, and the second scene component is placed at the first scene position, to obtain an adjusted game scene to be edited.
[0313] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained by the following steps:
[0314] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0315] In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene;
[0316] During the process of the first target scene component moving in the game scene to be edited, if the component position of the first target scene component coincides with the component position of the third target scene component, in response to receiving a click operation on the first target scene component and on a blank area in the game scene to be edited at the same time, controlling the third target scene component to enter a state to be adjusted, and placing the first target scene component above the third scene position of the third target scene component;
[0317] In response to the editing end operation, the first target scene component is placed at the third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0318] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target adjustment method includes adjusting the placement angle of the target scene component, the adjusted game scene to be edited is obtained by the following steps:
[0319] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0320] In response to simultaneously receiving a selection operation on a first target scene component in the to-be-adjusted state and a sliding operation on a blank area in the to-be-edited game scene, rotating the first target scene component based on a sliding direction and a sliding angle of the sliding operation;
[0321] In response to the editing end operation, the first target scene component is placed according to the rotated first target rotation angle to obtain an adjusted game scene to be edited.
[0322] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, when the target adjustment method includes aligning and gathering multiple target scene components, the adjusted game scene to be edited is obtained by the following steps:
[0323] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0324] In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state;
[0325] In response to receiving a target sliding operation, determining a component alignment boundary line consistent with an operation direction of the target sliding operation based on a component position of the first target scene component and a component position of the second target scene component;
[0326] Controlling the first target scene component and / or the second target scene component to move toward the component alignment boundary line, and determining an adjusted position of the first target scene component and / or the second target scene component after the movement;
[0327] In response to the editing end operation, based on the adjusted position of the first target scene component and / or the second target scene component after moving, an adjusted game scene to be edited is obtained;
[0328] The target sliding operation is a sliding operation performed by the player using a target gesture.
[0329] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, the adjusted position of the first target scene component and / or the second target scene component after moving is determined by the following steps:
[0330] Detecting whether a component boundary line of the first target scene component or the second target scene component coincides with the alignment boundary line;
[0331] Determine the current position of the target scene component whose component boundary line coincides with the alignment boundary line as the adjustment position;
[0332] For a target scene component whose component boundary line does not overlap with the alignment boundary line, controlling the target scene component to move toward the alignment boundary line, and if the target scene component does not overlap with the component position of other scene components during the movement, aligning the component boundary line of the target scene component with the alignment boundary line is determined as the adjustment position;
[0333] If the target scene component coincides with the component position of other scene components during the movement, the position of the target component after movement is aligned with the position of the other scene components and does not overlap, and is determined as the adjusted position.
[0334] In an optional implementation, in the instructions executed by a computer-readable storage medium, rotating the first target scene component based on the sliding direction and the sliding angle of the sliding operation includes:
[0335] Determining a selected position of the selection operation in the first target scene component;
[0336] The first target scene component is rotated based on the sliding direction and sliding angle of the sliding operation with the selected position as the center.
[0337] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0338] In response to simultaneously receiving a sliding operation on a first scene component and a second scene component in a first target scene component in the to-be-adjusted state and a second target scene component in the to-be-adjusted state, the first scene component and the second scene component belonging to the first target scene component or the second target scene component; based on a sliding direction and a sliding angle of the sliding operation, simultaneously rotating the first scene component and the second scene component;
[0339] In response to the editing end operation, the first scene component and the second scene component are placed according to the rotated second target rotation angle to obtain an adjusted game scene to be edited.
[0340] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0341] In response to triggering of the cancel operation, detecting whether the number of scene components in the to-be-adjusted state is greater than a preset number threshold;
[0342] If the number of scene components in the to-be-adjusted state is greater than a preset number threshold, controlling the target scene component of the cancellation operation to be placed back to the scene position before the movement;
[0343] If the number of scene components in the state to be adjusted is less than or equal to the preset number threshold, a cancellation failure prompt message is displayed.
[0344] In an optional implementation, an edit completion control is displayed in the graphical user interface; in the instructions executed by the computer-readable storage medium, in response to the edit completion operation, the first target scene component and the second target scene component are placed at the target position to obtain the adjusted game scene to be edited, including:
[0345] In response to a trigger operation on the editing completion control, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
[0346] In an optional implementation, in the instructions executed by the computer-readable storage medium, when the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained by the following steps:
[0347] In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state;
[0348] During the process of the first target scene component moving in the game scene to be edited, in response to the component position of the first target scene component coinciding with the component position of the third target scene component, displaying a replacement control in the graphical user interface;
[0349] In response to a trigger operation for the replacement control, the third target scene component is controlled to enter a state to be adjusted, and the first target scene component is placed in a third scene position of the third target scene component to obtain an adjusted game scene to be edited.
[0350] In an optional implementation manner, a cancel edit control is displayed in the graphical user interface; the instructions executed by the computer-readable storage medium further include:
[0351] In response to the trigger operation for canceling the editing control, the adjustment operation for the at least one target scene component is canceled, and the game scene to be edited is restored to the game scene before the adjustment.
[0352] Through the above method, for at least one selected target scene component, different adjustment methods can be performed on the selected at least one target scene component by triggering different operation methods and operation positions, or the details of multiple scene components can be adjusted at the same time, which can reduce the adjustment steps of the player for the scene component, and help improve the adjustment efficiency of the scene component and the efficiency of human-computer interaction. Further, in order to enable the player to clearly understand which one or several target scene components are currently in the state to be adjusted, after determining that the target scene component has entered the state to be adjusted, a prompt message can be displayed in the graphical user interface to accurately prompt the player of the target scene component currently selected in the state to be adjusted, thereby improving the efficiency of human-computer interaction; further, after displaying the replacement control, the player directly places the first target scene component at the third scene position, and continues to control the third target scene component that has entered the state to be adjusted to move in the game scene to be edited, and determines the appropriate position to place the third target scene component, which reduces the process of the first target scene component entering the state to be placed and confirming through the editing end operation, and simply and quickly completes the component replacement operation, thereby improving the efficiency of component replacement and human-computer interaction. Furthermore, when rotating the target scene component, it can be rotated based on the operation position of the selected operation as the central axis, and then the position of the target scene component can be updated simultaneously while rotating the target scene component, thereby improving the richness and diversity of adjustments to the target scene component; further, by aligning and gathering the selected multiple target scene components through the target sliding operation, the grid can be used as much as possible to reduce the gaps between scene components, thereby placing as many scene components as possible in the game scene to be edited.
[0353] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0354] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0355] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0356] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0357] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0358] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.
Claims
1. A method for adjusting a scene component, characterized in that: Displaying a graphical user interface by a terminal device; the adjustment method comprises: A game scene to be edited is displayed in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted; In response to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to the operation mode and operation position of the trigger operation corresponding to the target adjustment mode, to obtain an adjusted game scene to be edited; The target adjustment method for the at least one target scene component includes at least one of the following: Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
2. The adjustment method according to claim 1, characterized in that: When the target adjustment method includes batch moving multiple target scene components, the adjusted game scene to be edited is obtained through the following steps: In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state; In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene; In the process of the first target scene component moving in the to-be-edited game scene, in response to receiving a click operation on the second target scene component, determining that the second target scene component enters a to-be-adjusted state; Continue to respond to the drag operation on the first target scene component in the to-be-adjusted state, and control the first target scene component and the second target scene component to move in the to-be-edited game scene; In response to the end of the dragging operation on the first target scene component, determining target positions of the first target scene component and the second target scene component in the game scene to be edited; In response to the editing end operation, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
3. The adjustment method according to claim 1, characterized in that: When the target adjustment method includes exchanging the positions of different target scene components, the adjusted game scene to be edited is obtained through the following steps: In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state; In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state; In response to receiving click operations on the first scene component and the second scene component in the first target scene component in the state to be adjusted and the second target scene component in the state to be adjusted at the same time, the first scene component and the second scene component belong to the first target scene component or the second target scene component; placing the first scene component in the state to be adjusted above the second scene position where the second scene component is located, and placing the second scene component in the state to be adjusted above the first scene position where the first scene component is located; In response to the editing end operation, the first scene component is placed at the second scene position, and the second scene component is placed at the first scene position, to obtain an adjusted game scene to be edited.
4. The adjustment method according to claim 1, characterized in that: When the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained through the following steps: In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state; In response to a drag operation on the first target scene component in the to-be-adjusted state, controlling the target scene component to move in the to-be-edited game scene; During the process of the first target scene component moving in the game scene to be edited, if the component position of the first target scene component coincides with the component position of the third target scene component, in response to receiving a click operation on the first target scene component and on a blank area in the game scene to be edited at the same time, controlling the third target scene component to enter a state to be adjusted, and placing the first target scene component above the third scene position of the third target scene component; In response to the editing end operation, the first target scene component is placed at the third scene position of the third target scene component to obtain an adjusted game scene to be edited.
5. The adjustment method according to claim 1, characterized in that: When the target adjustment method includes adjusting the placement angle of the target scene component, the adjusted game scene to be edited is obtained through the following steps: In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state; In response to simultaneously receiving a selection operation on a first target scene component in the to-be-adjusted state and a sliding operation on a blank area in the to-be-edited game scene, rotating the first target scene component based on a sliding direction and a sliding angle of the sliding operation; In response to the editing end operation, the first target scene component is placed according to the rotated first target rotation angle to obtain an adjusted game scene to be edited.
6. The adjustment method according to claim 2, characterized in that: When the target adjustment method includes aligning and gathering multiple target scene components, the adjusted game scene to be edited is obtained through the following steps: In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state; In response to receiving a click operation on the second target scene component, determining that the second target scene component enters a waiting-for-adjustment state; In response to receiving a target sliding operation, determining a component alignment boundary line consistent with an operation direction of the target sliding operation based on a component position of the first target scene component and a component position of the second target scene component; Controlling the first target scene component and / or the second target scene component to move toward the component alignment boundary line, and determining an adjusted position of the first target scene component and / or the second target scene component after the movement; In response to the editing end operation, based on the adjusted position of the first target scene component and / or the second target scene component after moving, an adjusted game scene to be edited is obtained; The target sliding operation is a sliding operation performed by the player using a target gesture.
7. The adjustment method according to claim 6, characterized in that: The adjusted position of the first target scene component and / or the second target scene component after moving is determined by the following steps: Detecting whether a component boundary line of the first target scene component or the second target scene component coincides with the alignment boundary line; Determine the current position of the target scene component whose component boundary line coincides with the alignment boundary line as the adjustment position; For a target scene component whose component boundary line does not overlap with the alignment boundary line, controlling the target scene component to move toward the alignment boundary line, and if the target scene component does not overlap with the component position of other scene components during the movement, aligning the component boundary line of the target scene component with the alignment boundary line is determined as the adjustment position; If the target scene component coincides with the component position of other scene components during the movement, the position of the target component after movement is aligned with the position of the other scene components and does not overlap, and is determined as the adjusted position.
8. The adjustment method according to claim 5, characterized in that: The rotating the first target scene component based on the sliding direction and the sliding angle of the sliding operation includes: Determining a selected position of the selection operation in the first target scene component; The first target scene component is rotated based on the sliding direction and sliding angle of the sliding operation with the selected position as the center.
9. The adjustment method according to claim 3, characterized in that: The adjustment method further comprises: In response to simultaneously receiving a sliding operation on a first scene component and a second scene component in a first target scene component in the to-be-adjusted state and a second target scene component in the to-be-adjusted state, the first scene component and the second scene component belonging to the first target scene component or the second target scene component; based on a sliding direction and a sliding angle of the sliding operation, simultaneously rotating the first scene component and the second scene component; In response to the editing end operation, the first scene component and the second scene component are placed according to the rotated second target rotation angle to obtain an adjusted game scene to be edited.
10. The adjustment method according to claim 2, characterized in that: Before responding to the editing end operation, the adjustment method further includes: In response to triggering of the cancel operation, detecting whether the number of scene components in the to-be-adjusted state is greater than a preset number threshold; If the number of scene components in the to-be-adjusted state is greater than a preset number threshold, controlling the target scene component of the cancellation operation to be placed back to the scene position before the movement; If the number of scene components in the state to be adjusted is less than or equal to the preset number threshold, a cancellation failure prompt message is displayed.
11. The adjustment method according to claim 2, characterized in that: The graphical user interface displays an edit completion control; in response to the edit completion operation, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited, including: In response to a trigger operation on the editing completion control, the first target scene component and the second target scene component are placed at the target position to obtain an adjusted game scene to be edited.
12. The adjustment method according to claim 1, characterized in that: When the target adjustment method includes replacing the scene component at the target position, the adjusted game scene to be edited is obtained through the following steps: In response to a long press operation on the first target scene component, determining that the first target scene component enters a waiting-for-adjustment state; During the process of the first target scene component moving in the game scene to be edited, in response to the component position of the first target scene component coinciding with the component position of the third target scene component, displaying a replacement control in the graphical user interface; In response to a trigger operation for the replacement control, the third target scene component is controlled to enter a state to be adjusted, and the first target scene component is placed in a third scene position of the third target scene component to obtain an adjusted game scene to be edited.
13. The adjustment method according to claim 1, characterized in that: The graphical user interface displays a cancel edit control; the adjustment method further includes: In response to the trigger operation for canceling the editing control, the adjustment operation for the at least one target scene component is canceled, and the game scene to be edited is restored to the game scene before the adjustment.
14. A device for adjusting a scene component, characterized in that: The graphical user interface is displayed by the terminal device; the adjustment device comprises: A scene display module, used for displaying the game scene to be edited in the graphical user interface; wherein the game scene to be edited includes at least one scene component to be adjusted; A component adjustment module, for responding to a trigger operation on at least one target scene component in the at least one scene component to be adjusted, adjusting the at least one target scene component in the state to be adjusted according to an operation mode and an operation position of the trigger operation corresponding to a target adjustment mode, to obtain an adjusted game scene to be edited; The target adjustment method for the at least one target scene component includes at least one of the following: Batch move multiple target scene components, exchange the positions of different target scene components, replace the scene component at the target position, adjust the placement angle of the target scene component, and align and gather multiple target scene components.
15. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for adjusting the scene components as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for adjusting the scene component according to any one of claims 1 to 13.