Game scene editing method and device, equipment and storage medium

By providing adaptive grid generation and adsorption functions in construction games, the problem of low creative freedom in the existing technology is solved, and the efficiency of game scene editing and player experience is improved.

CN119746417APending Publication Date: 2025-04-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510186707.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-19
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

In existing construction games, players can only adsorb scene components based on a fixed grid system, resulting in low creative freedom and affecting the game experience.

Method used

It provides a game scene editing method, through the graphical user interface of the terminal device, allowing players to generate multiple grids in the game scene to be edited, adaptively adjust according to the size of the scene component or the preset grid multiple, and adsorb the scene component to the target grid in response to the movement command.

Benefits of technology

It improves the efficiency and creative freedom of game scene editing, allows scene components to be quickly absorbed and adjusted without repeated fine-tuning of positions, and improves the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game scene editing method and device, equipment and a storage medium, and relates to the technical field of games. The method comprises the following steps: displaying a game editing interface on a graphical user interface, wherein the game editing interface comprises a to-be-edited game scene; determining a first scene component; a plurality of first grids are generated in the game scene to be edited according to the first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, the first grids are configured with first grid sizes, and the first grid sizes correspond to the first component sizes; responding to a moving instruction for the first scene component, and controlling the first scene component to move in the to-be-edited game scene; determining a first target grid from the plurality of first grids according to the position information of the first scene component; and adsorbing the first scene component to the first target grid. According to the method, the creation freedom degree and the game experience feeling of players can be improved.
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Description

Technical Field

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

[0002] In construction games, grid adsorption is a practical feature. Its main function is to help players place and align scene components in the game more accurately. A good grid adsorption system can greatly improve the gaming experience.

[0003] However, in current construction games, players can only absorb scene components based on the only fixed grid system in the scene through fixed grid positions. The player's creative freedom is low, which affects the player's gaming experience. Summary of the invention

[0004] In view of the deficiencies in the above-mentioned prior art, the present application provides a game scene editing method, device, equipment and storage medium to solve the problems existing in the prior art.

[0005] The technical solution adopted in the embodiment of the present application is as follows:

[0006] In a first aspect, an embodiment of the present application provides a method for editing a game scene, wherein a graphical user interface is provided through a terminal device, and the method comprises:

[0007] Displaying a game editing interface on the graphical user interface, wherein the game editing interface includes a game scene to be edited;

[0008] Determine the first scene component;

[0009] Generate a plurality of first grids in the game scene to be edited according to a first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grids are configured with a first grid size, and the first grid size corresponds to the first component size;

[0010] In response to a movement instruction for the first scene component, controlling the first scene component to move in the game scene to be edited;

[0011] Determine a first target grid from the plurality of first grids according to the position information of the first scene component;

[0012] Adsorb the first scene component to the first target grid.

[0013] In a second aspect, an embodiment of the present application provides a game scene editing device, which provides a graphical user interface through a terminal device, and the device includes:

[0014] A display module, used to display a game editing interface on the graphical user interface, wherein the game editing interface includes a game scene to be edited;

[0015] A first determining module, used to determine a first scene component;

[0016] A generating module, configured to generate a plurality of first grids in the game scene to be edited according to a first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grids are configured with a first grid size, and the first grid size corresponds to the first component size;

[0017] A control module, configured to respond to a movement instruction for the first scene component and control the first scene component to move in the game scene to be edited;

[0018] A second determining module, configured to determine a first target grid from the plurality of first grids according to the position information of the first scene component;

[0019] An adsorption module is used to adsorb the first scene component to the first target grid.

[0020] In a third aspect, an embodiment of the present application provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program 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 program instructions to implement the game scene editing method described in the above embodiment.

[0021] In a fourth aspect, an embodiment of the present application provides a readable storage medium having program instructions stored thereon, and the program instructions, when executed by a processor, implement the game scene editing method described in the above embodiment.

[0022] The beneficial effect of the present application is: the present application provides a game scene editing method, including: displaying a game editing interface on a graphical user interface, the game editing interface including a game scene to be edited; determining a first scene component; generating multiple first grids in the game scene to be edited according to a first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grid is configured with a first grid size, and the first grid size corresponds to the first component size; responding to a move instruction for the first scene component, controlling the first scene component to move in the game scene to be edited; determining a first target grid from multiple first grids according to the position information of the first scene component; and adsorbing the first scene component to the first target grid.

[0023] Among them, the first grid size of the first grid corresponds to the first component size of the first scene component. Players can quickly adsorb the first scene component to any first grid without repeatedly fine-tuning the position for alignment, which improves editing efficiency and also improves creative freedom and the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0025] Figure 1 One of the flowcharts of the game scene editing method provided in the embodiment of the present application;

[0026] Figure 2 One of the schematic diagrams of the game editing interface provided in the embodiment of the present application;

[0027] Figure 3 The second schematic diagram of the game editing interface provided in the embodiment of the present application;

[0028] Figure 4 The third schematic diagram of the game editing interface provided in the embodiment of the present application;

[0029] Figure 5 A schematic diagram of a first grid provided in an embodiment of the present application;

[0030] Figure 6 The second flowchart of the game scene editing method provided in the embodiment of the present application;

[0031] Figure 7 The third flowchart of the game scene editing method provided in the embodiment of the present application;

[0032] FIG8( a ) shows the first grid before updating;

[0033] FIG8( b ) shows the updated first grid;

[0034] Fig. 9 A fourth flowchart of the game scene editing method provided in an embodiment of the present application;

[0035] Fig.10 A fifth flowchart of the game scene editing method provided in an embodiment of the present application;

[0036] FIG11( a ) shows the first grid before rotation;

[0037] FIG11( b ) shows the first grid after rotation;

[0038] Fig.12 Flow chart of the game scene editing method provided in the embodiment of the present application is as follows;

[0039] Fig.13 A schematic diagram of a second grid provided in an embodiment of the present application;

[0040] Fig.14 Flowchart 7 of the game scene editing method provided in the embodiment of the present application;

[0041] Fig.15 A schematic diagram of a target location point provided in an embodiment of the present application;

[0042] Fig.16 A schematic diagram of a vertical ray model provided in an embodiment of the present application;

[0043] Fig.17 A schematic diagram of the projection of the scene components provided in the embodiment of the present application;

[0044] Fig.18 8 is a flowchart of a method for editing a game scene provided in an embodiment of the present application;

[0045] Fig.19 9 is a flowchart of a method for editing a game scene provided in an embodiment of the present application;

[0046] Fig. 20 One of the schematic diagrams of the game scene to be edited provided in the embodiment of the present application;

[0047] Fig.21 The second schematic diagram of the game scene to be edited provided in the embodiment of the present application;

[0048] Fig. 22 The tenth flowchart of the game scene editing method provided in the embodiment of the present application;

[0049] Fig.23 One of the schematic diagrams of the grid configuration interface provided in the embodiment of the present application;

[0050] Fig.24 A second schematic diagram of a grid configuration interface provided in an embodiment of the present application;

[0051] Fig.25 A third schematic diagram of a grid configuration interface provided in an embodiment of the present application;

[0052] Fig.26 A schematic diagram of a grid provided in an embodiment of the present application;

[0053] Fig. 2711 is a flowchart of a method for editing a game scene provided in an embodiment of the present application;

[0054] Fig.28 A fourth schematic diagram of a game editing interface provided in an embodiment of the present application;

[0055] Fig.29 A schematic diagram of the structure of a game scene editing device provided in an embodiment of the present application;

[0056] Fig.30 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0057] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0058] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0059] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0060] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.

[0061] In construction games, grid adsorption is a very practical function. In addition to helping players place and align scene components in the game more accurately, it also has many functions such as improving construction efficiency, reducing operation difficulty, and enhancing visual effects and gaming experience.

[0062] In the relevant grid adsorption scheme, the component size is required to be an integer multiple of the grid size. This rule has great limitations in practical applications. For example, when building a scene, if the grid size in the scene is fixed at 1m*1m*1m, then the game developer cannot provide a 1.5m*1.5m*1.5m component when providing a component. Due to the limitation of the grid, when placing a 1.5m*1.5m*1.5m component, either 0.5m is embedded into the previous grid area, or a distance of 0.5m is required from the previous grid. This greatly restricts the layout and combination of components and makes it difficult to meet the diverse needs of scene building.

[0063] At the same time, this size limitation also means that players cannot scale components. In actual use, players may need to adjust the size of components according to different scene requirements to achieve richer creativity and personalized design, but existing technologies cannot meet this demand, which greatly limits the player's operating experience and creative space. Because, in the case of grid adsorption, players cannot scale freely and will be limited by the grid size, and can only control the scale to the grid.

[0064] In summary, the relevant grid adsorption technology has limitations in terms of component size, and a new technical solution is urgently needed to solve these problems in order to increase the freedom of developers to provide components and the flexibility of players to operate components.

[0065] In response to the above problems, the present application provides a game scene editing method, which can be generated by any electronic device with computing and processing capabilities. The electronic device can be, for example, a terminal-oriented computer device or a back-end server.

[0066] The following is a specific example description of the game scene editing method provided by the present application through multiple examples in combination with the accompanying drawings.

[0067] Figure 1 One of the flowcharts of the game scene editing method provided in the embodiment of the present application is as follows: Figure 1 As shown, the method of the present application provides a graphical user interface through a terminal device, and the method includes:

[0068] S101. Displaying a game editing interface on a graphical user interface.

[0069] A graphical user interface (GUI) is a user interface that displays an application software program in a visual manner. For example, a game editing interface can be displayed on a graphical user interface. The game editing interface is a specific area or window used to create, modify, and design game content. For example, it may include editing functions for various elements such as game scenes, characters, props, and plots. Game developers or players can customize and adjust the game through various tools and operations in the game editing interface.

[0070] In this embodiment, the game editing interface includes: Figure 2 The game scene to be edited is shown, in which the player can control the virtual character in the scene to perform game behaviors, for example, through the control on the right, the character is controlled to pounce forward, and the blank area on the left controls the character to move and / or turn, etc., wherein the virtual camera that captures the virtual scene is bound to the virtual character, and in the process of controlling the movement of the virtual character, the virtual camera is controlled to move synchronously. In the process of synchronous movement, the virtual camera captures the virtual scene to form a picture of the virtual scene presented in the graphical user interface. At the same time, the player can control the virtual character to create and edit scene components in the game scene to be edited. For example, the user can feel the layout of the map, the operation of the mechanism, and the difficulty of the terrain through the first-person perspective, and more intuitively discover possible problems in the map.

[0071] In other embodiments, the game editing interface includes: Figure 3 In the game scene to be edited shown in the figure, the virtual scene does not include a virtual character that can be controlled by the player. The player cannot directly manipulate the virtual character for experience, but builds the map by placing and adjusting various components. In terms of game perspective, the map can be observed and operated from a third-person perspective or an editing perspective, and various editing tools (such as Figure 3 Use the "Combine", "Delete", "Bind", "Move", "Scale", and "Rotate" controls below to move, rotate, scale, and other operations on components, arrange terrain, mechanisms, decorations, and other elements, and plan the overall structure and gameplay rules of the map.

[0072] S102: Determine the first scene component.

[0073] like Figure 2 As shown, the game editing interface also displays multiple component controls (i.e. Figure 2 The component controls below are used to generate multiple scene components of different shapes), and the multiple component controls are controls for generating multiple preset scene components, for example Figure 2The controls shown are used to generate multiple scene components such as blocks, rings, frustums, cones, and sectors. When the player wants to add a certain scene component to the game scene to be edited, the player can select the component control corresponding to the scene component. Then, a new scene component will be added to the game scene to be edited. The newly added scene component is the first scene component.

[0074] For example, when a selection operation is made on any target component control among multiple component controls (the selection operation may be, for example, a click operation on the target component control), a scene component corresponding to the target component control will be added to the game scene to be edited. In an optional implementation, at this time, the scene component corresponding to the newly added target component control may be determined as the first scene component.

[0075] S103, generating a plurality of first grids in the game scene to be edited according to the first component size of the first scene component, or according to the first component size of the first scene component and a preset grid multiple.

[0076] In an optional implementation, the first scene component is a three-dimensional scene component in the game scene to be edited, and therefore, the first size information of the first scene component refers to the length x, width y and height z of a component in three mutually perpendicular directions in a three-dimensional space scene. For example, the three-dimensional dimensions of a rectangular parallelepiped component are the specific values ​​of length, width and height, which determine the size and shape of the component in three-dimensional space.

[0077] In an optional embodiment, the first scene component is a two-dimensional scene component in the game scene to be edited. Figure 4 As shown, for the game scene to be edited, which is an interface editing scene for editing the interactive interface of the game, the first scene component is a two-dimensional control component created in the interface editing scene.

[0078] After the first scene component is determined, multiple first grids can be generated in the game scene to be edited based on the first component size of the first scene component, that is, the game scene to be edited is divided into multiple first grids of equal size, such as Figure 5 shown.

[0079] The first grid is configured with a first grid size. In an optional embodiment, multiple first grids are generated in the game scene to be edited according to the first component size of the first scene component, that is, the size of the first grid size is equal to the size of the first scene component, and the first scene component can be directly adsorbed at the position of any first grid. When the size of the newly added first scene component is different, the size of the generated first grid also changes accordingly.

[0080] In an optional implementation, a plurality of first grids are generated in the game scene to be edited according to the first component size of the first scene component and the preset grid multiple, such as Figure 6 As shown:

[0081] S201. Calculate a target unit grid size according to a first component size of a first scene component and a preset grid multiple.

[0082] The preset grid multiple is a parameter set manually to determine the fineness of the grid. It indicates the proportional relationship between the target unit grid size and a certain basic size or reference size. For example, if the preset grid multiple is 2, it means that the target unit grid size is twice the size of the first component. If the size of the first component is length x, width y, height z, then the target unit grid size is length 2x, width 2y, height 2z; if the preset grid multiple is 0.5, it means that the target unit grid size is half of the size of the first component, and the grid will be finer. For example, if the size of the first component is length x, width y, height z, then the target unit grid size is length 0.5x, width 0.5y, height 0.5z.

[0083] S202 . Divide the virtual three-dimensional space into grids according to the target unit grid size to obtain a plurality of first grids.

[0084] After obtaining the target unit grid size, the virtual three-dimensional space can be gridded according to the target unit grid size to obtain multiple first grids. For example, a mapping method can be used to determine the coordinates of grid nodes in the parameter domain according to the target unit grid size, and these nodes can be mapped to the virtual three-dimensional space through coordinate transformation to obtain a structured first grid.

[0085] S104. Respond to a movement instruction for the first scene component and control the first scene component to move in the game scene to be edited.

[0086] After the first scene component is determined, in response to the player's movement instruction for the first scene component, the first scene component can be controlled to move in the game scene to be edited to change the position of the first scene component in the game scene to be edited. The player's movement instruction for the first scene component can be, for example, a direct drag of the first scene component on the touch screen by the player using a finger, or an instruction triggered by a drag operation on the first scene component through a device such as a mouse or keyboard, or can be an indirect movement of the first scene component following the movement of the virtual character in the game scene to be edited by controlling the movement of the virtual character.

[0087] S105. Determine a first target grid from multiple first grids according to the position information of the first scene component.

[0088] In the process of controlling the movement of the first scene component in the game scene to be edited, the position information of the first scene component is obtained in real time, and based on the position information of the first scene component, the distance between the first scene component and the multiple first grids is obtained (for example, the distance between the first scene component and the grid lines of the multiple first grids can be detected). When the distance is close enough, the closest first grid is determined as the first target grid.

[0089] Specifically, according to the position information of the first scene component, the distance between the first scene component and the multiple first grids is obtained. The principle is: first, the component position detection is performed, and the software will monitor the key position of the first scene component in real time. In a two-dimensional plane, the key position of the component can be, for example, the vertex, center point, boundary, etc. of the component. In a three-dimensional scene, the center point, vertex of each face of the component and the geometric center of the model are also considered. By obtaining the coordinate information of these positions, the software can determine the relative position of the element and the adsorption grid, thereby determining the first target grid.

[0090] S106: Adsorb the first scene component to the first target grid.

[0091] After determining the first target grid, you can adsorb the first scene component to the first target grid to fix the first scene component at the position of the first target grid in the game scene to be edited. The following is the basic principle of adsorption:

[0092] When the distance between the key position of the first scene component and the grid line or intersection is less than a preset threshold, the adsorption action will be triggered. This threshold can usually be set in the software, or there is a default value. For example, when the distance between a component's vertex and the grid line is less than 3 pixels, the software will adsorb the vertex to the nearest grid line. The adsorption method may be to directly adjust the component's position coordinates to coincide with the grid line or intersection, or to gradually approach and align the elements to the grid in a smooth manner. The specific adsorption method depends on the software's algorithm and settings.

[0093] To sum up, the embodiment of the present application provides a game scene editing method, in which the first grid size of the first grid corresponds to the first component size of the first scene component. The player can quickly adsorb the first scene component to any first grid without repeatedly fine-tuning the position for alignment, thereby improving editing efficiency, creative freedom and the player's gaming experience.

[0094] Figure 7 The third flowchart of the game scene editing method provided in the embodiment of the present application is as follows: Figure 7 As shown, in another embodiment, the game scene editing method may further include:

[0095] S301, determine the second scene component.

[0096] After the first scene component is adsorbed to the first target grid, the player can also use multiple component controls of the scene component to add a second scene component of a different type from the first scene component to the game scene to be edited, and the second component size of the second scene component is different from the first component size of the first scene component.

[0097] For example, among the multiple component controls corresponding to the multiple scene components, by clicking the component control corresponding to the second scene component, a second scene component can be added to the game scene to be edited.

[0098] S302: Update multiple first grids according to the second component size.

[0099] After the second component size is determined, the plurality of first grids may be updated according to the second component size, wherein the updated plurality of first grids are configured with a second grid size different from the first grid size, and the second grid size corresponds to the second component size.

[0100] In this embodiment, when a second scene component is added, the first grid is updated according to the second component size of the second scene component, so that no matter what type of second scene component the player adds through the component control of the scene component, the newly added second scene component can be adapted to the updated first grid, so that the second scene component can be quickly adsorbed to any updated first grid, thereby improving editing efficiency and further ensuring creative freedom and player gaming experience.

[0101] For example, as shown in Figures 8(a) and 8(b), Figure 8(a) is the first grid before updating, and Figure 8(b) is the first grid after updating. It can be seen that the first grid before updating is configured with a first grid size, and the first grid after updating is configured with a second grid size, and the sizes of the first grid size and the second grid size are different.

[0102] Fig. 9 The fourth flowchart of the game scene editing method provided in the embodiment of the present application is as follows: Fig. 9 As shown, the method of the present application also includes:

[0103] S401. In response to a component scaling instruction for a first scene component, update the size of the first component.

[0104] For any first scene component that already exists in the game scene to be edited, the player can also issue component scaling instructions to these existing scene components. The component scaling instructions are commands issued by the player to change the size of the scene component. This instruction can be triggered in a variety of ways, such as the player using the mouse to drag the edge of the component on the graphical user interface to scale, or sending a scaling command through a specific function or method call in the code.

[0105] In response to the received component scaling instruction, the width, height or other size-related properties of the first scene component are adjusted to update the display size of the first scene component on the graphical user interface.

[0106] S402: Update multiple first grids according to the updated first component size.

[0107] When the first component size is updated, multiple first grids may also be updated according to the updated first component size, and the updated multiple first grids are configured with a third grid size different from the first grid size, and the third grid size corresponds to the updated first component size.

[0108] In this embodiment, multiple first grids are updated according to the updated first component size. This adsorption and grid size update mechanism reduces the player's operating difficulty and makes the construction process smoother and more natural. Players do not need to spend too much energy adjusting the component position and size, and can focus more on creativity and design, thereby enhancing the fun and immersion of the game.

[0109] Referring to Figures 8(a) and 8(b) again, Figure 8(a) represents the first grid before updating, and Figure 8(b) represents the first grid after updating. It can be seen that the first grid before updating is configured with a first grid size, and the first grid after updating is configured with a third grid size, and the sizes of the first grid size and the third grid size are different.

[0110] In addition, updating the grid size according to the component size can avoid chaotic placement, overlapping or interlacing of components, making the game scene look more tidy and standardized, and enhancing visual comfort. For example, in city building games, it can make the layout of streets and buildings more reasonable and beautiful.

[0111] In another embodiment, at least one scene component has been displayed in the game scene to be edited. In this case, Fig.10 As shown, the step of determining the first scene component in S102 may include at least one of the following:

[0112] S501. Respond to a selection operation on a first scene component, and determine the first scene component according to the selection operation.

[0113] The player can click on any scene component in at least one of the displayed scene components to select it, determine that the scene component selected by the player is the first scene component, and then generate multiple first grids in the game scene to be edited according to the first component size of the first scene component. That is, when the player clicks on a scene component (the scene component is not moved), the creation of multiple first grids is triggered according to the size of the scene component.

[0114] S502: respond to a move operation on a first scene component, and determine the first scene component according to the move operation.

[0115] The player can also move any scene component in at least one of the displayed scene components, determine the moved scene component as the first scene component, and then generate multiple first grids in the game scene to be edited according to the first component size of the first scene component. That is, when the player moves a scene component, the creation of multiple first grids is triggered according to the size of the scene component.

[0116] It should be noted that S501 and S502 are only used to exemplify the method for determining the first scene component and do not limit the order of the steps. In fact, the move operation of S502 can be a continuous operation with the selection operation of S501. For example, for at least one scene component displayed in the game scene to be edited, a scene component can be selected and then moved. Alternatively, the move operation of S502 and the selection operation of S501 can also be two independent operations, for example, directly moving a scene component.

[0117] In actual operation, the player can also rotate the first scene component in the game scene to be edited to change the spatial direction information, lighting and shadow information, and visual presentation information of the first scene component in the game scene to be edited. At this time, in response to the rotation instruction for the first scene component, the first scene component is controlled to rotate, and the rotation of multiple first grids is controlled. For example, FIG. 11(a) shows the first grid before rotation, and FIG. 11(b) shows the first grid after rotation. As shown in FIG. 11(a) and FIG. 11(b), the difference between FIG. 11(b) and FIG. 11(a) is that the spatial direction of the first scene component 14 in the game scene to be edited is different.

[0118] Specifically, in response to a rotation instruction for the first scene component, the rotation of the first scene component can be controlled with a preset grid reference point as the center, and the rotation of multiple first grids can be controlled, wherein the preset grid reference point is the grid zero point, and the grid zero point is the point that coincides with the scene zero point of the game scene to be edited, that is, the preset grid reference point is a specific position in the game coordinate system, which is used as the center of rotation, and all rotation operations will be calculated and executed around this point.

[0119] The principle of rotation is:

[0120] The player inputs the rotation command by touching the screen with a finger, operating the mouse (such as clicking the rotation button, dragging the rotation handle, etc.), keyboard input (specific rotation shortcut keys) or other interactive devices, and then the rotation of the first scene component and the first grid can be achieved by constructing a rotation matrix. For example, according to the coordinates of the preset grid reference point and parameters such as the rotation angle, the corresponding rotation matrix is ​​calculated, and then the vertex coordinates of the first scene component and the first grid are multiplied by the rotation matrix to obtain the rotated coordinate position to achieve the rotation effect. It should be noted that the first grid only rotates with the rotation of the first scene component and does not move with the movement of the first scene component.

[0121] In another embodiment, if Fig.12 As shown, the method of the present application may also include:

[0122] S601: Determine a first plane where a controlled virtual object in a game scene to be edited is located.

[0123] like Fig.13 As shown, a controlled virtual object 12 is also displayed in the game scene to be edited. In this embodiment, it is first necessary to determine a first two-dimensional plane where the sole of the controlled virtual object is located. The method for determining the first plane may include, for example:

[0124] The physics engine in the game is used to simulate the interaction between the virtual controlled object and the scene. The physics engine will perform physical calculations on the controlled virtual object, including gravity, collision, etc. When the controlled virtual object collides with the ground or other supporting surfaces, the physics engine can determine the contact points between the sole of the virtual object's foot and the supporting surface through the collision detection and response mechanism. The plane where these contact points are located is the first plane where the sole of the controlled virtual object's foot is located.

[0125] Alternatively, the first plane is determined based on a height map: a height map is a two-dimensional image or data structure used to represent the height information of the terrain or scene surface. By querying the height map data corresponding to the coordinate position of the controlled virtual object in the scene, the ground height of the position can be obtained. Then, based on the standing point of the controlled virtual object, combined with certain rules (such as a horizontal vector), a two-dimensional plane parallel to the ground is determined as the first plane where the soles of the controlled virtual object are located.

[0126] S602. On the basis of maintaining the plurality of first grids, control the generation of a second grid on the first plane.

[0127] Continue to refer to Fig.13After the first plane is determined, a two-dimensional second grid can be generated on the first plane on the basis of maintaining multiple three-dimensional first grids (the first grid exists in the game scene to be edited, but can be hidden, so Fig.13 In the figure, only the second grid is shown, and the first grid is not shown), the second grid will also trigger the scene component adsorption, so that the player can quickly adsorb the scene component on the first plane where the controlled virtual object is standing.

[0128] The grid zero point of the second grid is also the scene zero point of the game scene to be edited. The second grid does not move with the horizontal movement of the controlled virtual object, but moves with the up and down movement of the controlled virtual object. For example, in response to the movement operation of the controlled virtual object in a target direction perpendicular to the first plane, the second grid is controlled to move in the target direction, that is, the second grid is always at the sole of the controlled virtual object.

[0129] Among them, the size of the second grid is determined according to the size of the first grid. In order to establish a connection between different dimensions, the xy size of the second grid is usually made equal to the xy size of the first grid on the corresponding plane. For example, in a virtual building scene, the xy size of a two-dimensional map or logo must be consistent with the xy size of the corresponding plane position in the three-dimensional scene, so that users can have an accurate sense of space and position relationship when operating and observing.

[0130] In the present application, the controlled virtual object can be configured to respond to movement instructions under a first control model to control the controlled virtual object to float and move in the game scene to be edited. For example, the player controls the controlled virtual object to float and move to a specific position to obtain props at a high place or trigger a mechanism to solve a puzzle; the controlled virtual object can also be configured to respond to movement instructions under a second control model to control the controlled virtual object to move on the surface of a scene component in the game scene to be edited. For example, the virtual character controlled by the player needs to move quickly on various terrains and building surfaces, such as parkour on the surfaces of scene components such as city roofs and canyon cliffs to avoid obstacles and collect props.

[0131] Fig.14 The seventh flowchart of the game scene editing method provided in the embodiment of the present application is as follows: Fig.14 As shown, the method of the present application also includes:

[0132] S701. Determine a target position point on a first plane according to position information of a first scene component and a reference point of the first scene component.

[0133] The reference point of the first scene component may be, for example, the geometric center point of the first scene component, or a corner point on the first scene component. According to the position information of the first scene component and the reference point of the first scene component, the position of the reference point of the first scene component in the game scene to be edited is first determined. Then, according to the position of the reference point of the first scene component in the game scene to be edited, the projection point of the reference point of the first scene component on the first plane is determined as the target position point on the first plane. The target position point may be, for example, Fig.15 Point A is the geometric center point of the first scene component. Fig.15 The first scene component is represented by a trapezoid.

[0134] S702: Starting from the target position point, a vertical ray model is generated in the game scene to be edited along a target direction perpendicular to the first plane and toward the first scene component, and a plurality of scale lines in the target direction are displayed on the vertical ray model.

[0135] Continue to refer to Fig.15 , starting from the target position point A, a vertical ray model is generated in the game scene to be edited along the target direction perpendicular to the first plane and toward the first scene component. The generated vertical ray model is as follows Fig.16 As shown, among the multiple scale lines displayed on the vertical ray model, the distance between each two adjacent scale lines is the size of the first grid in the target direction, that is, the size of the first grid in the height z direction. With this arrangement, the player can quickly obtain the distance between the first scene component and the first plane in the target direction.

[0136] Specifically, the method of generating the vertical ray model may be, for example: clarifying the three-dimensional coordinate position of the target position point A in the game scene to be edited, assuming it to be (x0, y0, z0); determining the equation of the first plane, such as the general formula Ax+By+Cz+D=0, the normal vector of the first plane Finally, we use a unit vector To represent the target direction, this vector needs to be perpendicular to the normal vector of the first plane Vertical, that is, satisfying

[0137] The game scene to be edited also displays the projection graphics of the first scene component in the target direction. The projection graphics can be displayed in a manner such as: if there is no blocking component between the first scene component and the first plane, the projection graphics are directly displayed on the first plane, for example Fig.15 and Fig.16 Alternatively, if there is an occluding component between the first scene component and the first plane, the occluding portion of the projection graphic is displayed on the occluding component, and the unoccluding portion of the projection graphic is displayed on the first plane, for example Fig.17 shown.

[0138] In one embodiment, in addition to the first grid, the game scene to be edited may also include multiple third grids, which are three-dimensional grids obtained by dividing the virtual three-dimensional space based on a preset grid size, wherein the preset grid size is a fixed value set by the player, that is, the size of the third grid is fixed, and the size of the third grid will not change with the size of the scene component.

[0139] It should be noted that the first grid is an implicit grid, and the player cannot see the first grid. The second grid and the third grid are explicit grids, and the player can see the second grid and the third grid in the game scene to be edited.

[0140] In one embodiment, the game scene to be edited includes one or more scene components, wherein the scene component is configured to generate a corresponding scene component model during the game running phase.

[0141] On this basis, Fig.18 FIG8 is a flow chart of a method for editing a game scene according to an embodiment of the present application, as shown in FIG. Fig.18 As shown, the method of the present application also includes:

[0142] S801. In response to a game running instruction, run a target game scene to display the game scene to be edited in a graphical user interface.

[0143] Among them, the target game scene is generated based on the basic game scene. The basic game scene does not load scene components according to the edited parameters, and there are no controlled virtual objects that can be controlled by players.

[0144] The target game scene includes one or more scene components. The game scene to be edited displayed according to the target game scene includes a controlled virtual object and one or more scene component models corresponding to the one or more scene components. That is, a game map is loaded in the game scene to be edited, and there are controlled virtual objects on which players can perform game behaviors in the map. When a component to be edited is selected, an association between the controlled virtual object and this component will be established, so that when the controlled virtual object moves, the component moves, and when the controlled virtual object rotates, the component rotates.

[0145] S802: In response to the control instruction, control the controlled virtual object to execute a corresponding game behavior in the game scene to be edited.

[0146] Then, in response to the control instructions input by the player, the controlled virtual object is controlled to perform corresponding game behaviors in the game scene to be edited, such as moving, running, jumping, etc.

[0147] like Fig.19 As shown, in Fig.18On the basis of, the step of determining the first scene component in S102 includes:

[0148] S901. Display a selection mark in a graphical user interface, and align the scene component model to be edited from the scene component models in the game scene to be edited according to the aiming direction of the selection mark.

[0149] The selection mark can be, for example, a control related to the crosshair direction of the controlled virtual object, such as a "move", "edit", "delete", "rotate", "add path" or the like. Players can use these controls to adjust the crosshair direction of the controlled virtual object so that the controlled virtual object is aligned with the scene component model to be edited among multiple scene component models in the game scene to be edited.

[0150] like Fig. 20 As shown in the figure, the graphical user interface displays selection icons such as "Move", "Edit", "Delete", "Copy", and "Add Path". The following are the Fig. 20 Describes how the interactive controls and selection indicators in the interface work.

[0151] The crosshair is used to select the target component in the scene. When the crosshair is aimed at a component, the component will be selected, and then you can use the controls on the right to operate it. For example, move the crosshair to the "Small Floor 15" component in the scene, and the component will be highlighted, indicating that it has been selected, and you can then perform subsequent operations using the controls on the right.

[0152] After selecting a component, click the "Move" button on the right, and the crosshair will be associated with the component's movement operation. Players can drag the screen and use the crosshair as a reference to change the position of the component in three-dimensional space, such as moving the component forward, backward, left, or right, or raising or lowering its height.

[0153] After clicking the "Edit" button, the selected component pointed by the crosshair will enter the editing state. Players can make detailed adjustments to the component pointed by the crosshair, such as modifying the component's size, rotation angle and other property settings to meet the needs of map editing.

[0154] When the crosshair selects a component, click the "Delete" button to delete the component pointed by the crosshair and remove it from the current map scene.

[0155] After selecting a component with the crosshairs, click the "Copy" button to copy the component pointed by the crosshairs. Then operate again at the appropriate location (such as clicking a blank area on the screen) to paste an identical component, making it easy to quickly create multiple identical components.

[0156] After using the crosshairs to select a component that can be set for path movement, click the "Add Path" button to plan a movement path for the component by setting multiple waypoints in the scene (click the crosshairs to determine the position of the waypoints) so that it moves along the set path.

[0157] S902: In response to the determination instruction, the scene component model to be edited that is aligned with the selection mark is determined as the first scene component, and an association relationship between the first scene component and the controlled virtual object is established.

[0158] When the crosshairs of the controlled virtual object are aligned with a scene component model to be edited, the scene component model to be edited is determined as the first scene component, and an association relationship between the first scene component and the controlled virtual object is established, wherein the association relationship may be a state influence relationship: the state of the scene component may be affected by the controlled virtual object, for example, when the position of the controlled virtual object changes, the position of the scene component also changes accordingly.

[0159] It should also be noted that, based on the establishment of the association relationship between the first scene component and the controlled virtual object, the present application can control the first scene component 14 to move in the game scene to be edited by controlling the position 12 of the controlled virtual object; or Fig.21 The "distance" control shown controls the distance between the first scene component and the controlled virtual object, thereby controlling the movement of the first scene component in the game scene to be edited.

[0160] On the basis of establishing the association relationship between the first scene component and the controlled virtual object, the first scene component can be rotated by controlling the orientation of the controlled virtual object; or Fig.21 The preset rotation control shown controls the rotation of the first scene component.

[0161] The following is a solution combined with this application. Fig.21 The interface is described in .

[0162] When the player clicks Fig. 20 After clicking the "Move" button in the game, the player character is associated with the selected component. At this time, the player can change the position of the component through operations to achieve the movement and adjustment of the component.

[0163] Distance control: Click the "Distance" button and the corresponding progress bar will appear ( Fig.21 "Drag to place component: 25.4"), the player can drag the progress bar to control the distance between the component and the character, making the component closer or farther away from the character for precise position adjustment.

[0164] Rotation control: Click the "rotate" button, and the player can slide on the screen to rotate the component in three-dimensional space with the character as the reference point, changing the direction and angle of the component. In an optional embodiment, after clicking the "rotate" button, when the player slides on the screen, the component will change its direction and angle in three-dimensional space with the character as a relative reference standard. For example, if the character is facing due east and the player rotates a block component, the block will rotate in space based on the character's current direction and other information, and may change from a horizontal state to a vertical state, etc., rather than moving in a circle around the character. The character here mainly provides a reference benchmark for angles and positions to help players determine the direction and posture of the component after rotation.

[0165] Zoom control: Click the "Zoom" button and use two fingers to pinch or spread the screen to zoom in or out and adjust the size of the component.

[0166] Possession mode controls: Click the "Possession Mode" button, and the player character will become the selected component. You can move freely from the perspective of the component to experience the actual effect of the component in the map and whether the position is appropriate. Click again to exit the possession mode.

[0167] Confirm (√) and Cancel (×) controls: The "√" button is used to confirm the current operation on the component, such as distance, rotation, scaling and other adjustments. The operation takes effect after clicking; the "×" button is used to cancel the current operation and restore the component to the state before the operation.

[0168] The following is combined with Figure 22-27 , the mode switching method of various grids provided in this application is explained.

[0169] Fig. 22 The tenth flowchart of the game scene editing method provided in the embodiment of the present application is as follows: Fig. 22 As shown, the method of the present application also includes:

[0170] S1001. Respond to a grid configuration triggering operation of a game scene to be edited and display a grid configuration interface.

[0171] When the player wants to configure or modify the grid mode, the player can click the grid configuration control (such as the "gear" shaped control displayed in the upper left corner of the game scene to be edited) in the game scene to display Fig.23 The grid configuration interface 13 shown has a variety of different grid mode configuration controls displayed on the grid configuration interface, such as configuration controls for the first grid mode, configuration controls for the third grid, and configuration controls for no grid (the second grid is directly on the soles of the controlled virtual object when the player moves the scene components, and therefore is not displayed on the grid configuration interface).

[0172] S1002. According to the grid mode configuration operation inputted into the grid configuration interface, the grid mode of the game scene to be edited is configured as the first grid mode and / or the third grid mode.

[0173] Players can configure the grid mode of the game scene to be edited as the first grid mode and / or the third grid mode by inputting grid mode configuration operations in the grid configuration interface. For example, click the configuration control of the first grid mode to configure the grid mode of the game scene to be edited as the first grid mode; or click the configuration control of the third grid to configure the grid mode of the game scene to be edited as the third grid mode; or click the configuration control of no grid to close all grids in the game scene to be edited.

[0174] After configuring the grid mode of the game scene to be edited as the first grid mode, the player can also configure the preset grid multiple in the first grid mode according to the grid multiple configuration operation input in the grid configuration interface, such as Fig.24 As shown, the grid multiple configuration operation may include, for example, 0.5 times, 1.0 times, and 2.0 times, which respectively indicate that the size of the first grid is 0.5 times the size of the scene component, the size of the first grid is 1.0 times the size of the scene component, and the size of the first grid is 2.0 times the size of the scene component.

[0175] Alternatively, after configuring the grid mode of the game scene to be edited to the third grid mode, the player can also configure the preset grid size in the third grid mode according to the grid size configuration operation input in the grid configuration interface. Fig.25 As shown, the grid size configuration operation may include, for example, a 0.5 meter grid, a 1.0 meter grid, and a 2.0 meter grid, which respectively indicate that the size of the third grid is 0.5 meter, the size of the third grid is 1.0 meter, and the size of the third grid is 2.0 meter.

[0176] like Fig.26 As shown, the solid line represents the first grid, and the dotted line represents the third grid. The first grid and the third grid may exist simultaneously in the scene to be edited. The scene component will be adsorbed by the grid to which it is closer.

[0177] Fig. 27 The eleventh flowchart of the game scene editing method provided in the embodiment of the present application is as follows: Fig. 27 As shown, the method of the present application may also include:

[0178] S1101, switching controls in the display mode of the game scene to be edited.

[0179] like Fig.28As shown, a mode switching control is also displayed in the game scene to be edited, which is used to quickly switch the grid mode, wherein the switchable grid modes may include, for example, a first grid mode, a third grid mode, and a no grid mode, and the mode switching control can be clicked to switch among these grid modes in turn.

[0180] S1102. In response to a mode switching operation input by a mode switching control, the grid mode of the game scene to be edited is switched.

[0181] When the player clicks the mode switching control, it is deemed that the mode switching operation input through the mode switching control is received, and the grid mode of the game scene to be edited is switched. That is, there is no need to open the grid configuration interface. This embodiment can quickly switch between the first grid mode, the third grid mode and the no grid mode directly in the game scene to be edited through the mode switching control.

[0182] In summary, the present application provides a game scene editing method, which has the following advantages:

[0183] 1. Provides a first grid, which can adaptively adjust the grid size of the first grid according to the size of the scene component. Players can quickly adsorb the first scene component to any first grid. It is not required that all scene components must be integer multiples of the grid size, and there is no need to repeatedly fine-tune the position for alignment, which improves editing efficiency, creative freedom and player's gaming experience.

[0184] 2. A second grid is provided, and the second grid is set on the first two-dimensional plane, so that the player can quickly adsorb the scene component on the first plane where the controlled virtual object steps.

[0185] 3. A third grid is provided. The size of the third grid is fixed. The third grid and the first grid together assist the player in editing the game scene to be edited.

[0186] 4. Generate a vertical ray model between the scene component and the first plane so that the player can quickly obtain the vertical distance between the scene component and the first plane.

[0187] The following is a corresponding explanation of the device, equipment and storage medium for executing the game scene editing method provided by any of the above embodiments of the present application. Its specific implementation process and the technical effects produced are the same as those of the corresponding method embodiments mentioned above. For the sake of brief description, for the parts not mentioned in the following embodiments, please refer to the corresponding content in the method embodiments.

[0188] like Fig.29 As shown, the present application also provides a game scene editing device, which provides a graphical user interface through a terminal device, and the device includes:

[0189] The display module 10 is used to display a game editing interface on the graphical user interface, wherein the game editing interface includes a game scene to be edited.

[0190] The first determination module 20 is used to determine a first scene component.

[0191] A generation module 30 is used to generate multiple first grids in the game scene to be edited according to the first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grid is configured with a first grid size, and the first grid size corresponds to the first component size.

[0192] The control module 40 is used to respond to the movement instruction for the first scene component and control the first scene component to move in the game scene to be edited.

[0193] The second determining module 50 is used to determine a first target grid from the multiple first grids according to the position information of the first scene component.

[0194] The adsorption module 60 is used to adsorb the first scene component to the first target grid.

[0195] determining a second scene component, wherein a second component size of the second scene component is different from a first component size of the first scene component;

[0196] The plurality of first grids are updated according to the second component size, wherein the updated plurality of first grids are configured with a second grid size different from the first grid size, and the second grid size corresponds to the second component size.

[0197] Optionally, the game scene editing device also includes an updating module, which is used to respond to a component scaling instruction for the first scene component and update the first component size; update the multiple first grids according to the updated first component size, wherein the updated multiple first grids are configured with a third grid size different from the first grid size, and the third grid size corresponds to the updated first component size.

[0198] Optionally, the update module is also used to respond to a component scaling instruction for the first scene component to update the first component size; update the multiple first grids according to the updated first component size, wherein the updated multiple first grids are configured with a third grid size different from the first grid size, and the third grid size corresponds to the updated first component size.

[0199] Optionally, the game editing interface further displays: a plurality of component controls, each of which is a control for generating a plurality of preset scene components;

[0200] The first determining module 20 is further configured to respond to a selection operation on a target component control and determine that the scene component corresponding to the target component control is the first scene component.

[0201] Optionally, the game scene to be edited displays: at least one scene component;

[0202] The first determination module 20 is further used to respond to a selection operation on the first scene component and determine the first scene component according to the selection operation; and respond to a move operation on the first scene component and determine the first scene component according to the move operation.

[0203] Optionally, the control module 40 is further configured to control the rotation of the first scene component and the rotation of the plurality of first grids in response to a rotation instruction for the first scene component.

[0204] Optionally, the control module 40 is further configured to control the rotation of the first scene component and the rotation of the plurality of first grids with a preset grid reference point as the center in response to a rotation instruction for the first scene component.

[0205] Optionally, the generation module 30 is also used to calculate the target unit grid size based on the first component size of the first scene component and a preset grid multiple; and to grid the virtual three-dimensional space corresponding to the game scene to be edited according to the target unit grid size to obtain the multiple first grids.

[0206] Optionally, the generation module 30 is further used to determine a first plane where the controlled virtual object in the game scene to be edited is located; and control the generation of a second grid on the first plane on the basis of maintaining the multiple first grids.

[0207] Optionally, the control module 40 is further used to control the controlled virtual object to float and move in the game scene to be edited in response to a movement instruction; or to control the controlled virtual object to move on the surface of the scene component in the game scene to be edited in response to a movement instruction.

[0208] Optionally, the generation module 30 is also used to determine a target position point on the first plane based on the position information of the first scene component and a reference point of the first scene component; with the target position point as the starting point, a vertical ray model is generated in the game scene to be edited along a target direction perpendicular to the first plane and toward the first scene component, and multiple scale lines in the target direction are displayed on the vertical ray model, and the distance between adjacent scale lines is the size of the first grid in the target direction.

[0209] Optionally, the generating module 30 is further configured to display a projection graphic of the first scene component in the target direction in the game scene to be edited.

[0210] Optionally, the generating module 30 is further used to display the projection graphic directly on the first plane if there is no occluding component between the first scene component and the first plane; or, if there is an occluding component between the first scene component and the first plane, to display the occluded part of the projection graphic on the occluding component, and to display the unoccluded part of the projection graphic on the first plane.

[0211] Optionally, the display module 10 is also used to run the target game scene in response to a game running instruction to display the game scene to be edited in a graphical user interface; the target game scene includes one or more scene components; the game scene to be edited includes a controlled virtual object and one or more scene component models corresponding to the one or more scene components; the control module 40 is used to control the controlled virtual object to perform corresponding game behavior in the game scene to be edited in response to a control instruction.

[0212] Optionally, the first determination module 20 is also used to display a selection mark in the graphical user interface, and align the scene component model to be edited from the scene component models of the game scene to be edited according to the aiming direction of the selection mark; in response to a determination instruction, determine the scene component model to be edited that the selection mark is aligned with as the first scene component, and establish an association relationship between the first scene component and the controlled virtual object.

[0213] Optionally, the control module 40 is further configured to control the first scene component to move in the game scene to be edited by controlling the position of the controlled virtual object; or, control the first scene component to move in the game scene to be edited by a preset movement control;

[0214] Optionally, the control module 40 is further configured to control the rotation of the first scene component by controlling the orientation of the controlled virtual object; or, control the rotation of the first scene component by using a preset rotation control.

[0215] Optionally, the control module 40 is further configured to respond to a movement operation of the controlled virtual object in a target direction perpendicular to the first plane, and control the second grid to move in the target direction.

[0216] Optionally, the device of this embodiment also includes a configuration module, which is used to respond to the grid configuration trigger operation of the game scene to be edited and display a grid configuration interface; according to the grid mode configuration operation input on the grid configuration interface, the grid mode of the game scene to be edited is configured to the first grid mode and / or the third grid mode.

[0217] Optionally, the configuration module is further used to configure a preset grid multiple in the first grid mode according to a grid multiple configuration operation input through the grid configuration interface.

[0218] Optionally, the configuration module is further used to configure the preset grid size in the third grid mode according to the grid size configuration operation input in the grid configuration interface.

[0219] Optionally, the device of this embodiment further includes a switching module, which is used to display a mode switching control in the game scene to be edited; in response to a mode switching operation input by the mode switching control, the grid mode of the game scene to be edited is switched.

[0220] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0221] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0222] The embodiment of the present application further provides an electronic device, including a processor 100, a storage medium 200 and a bus 300, wherein the storage medium stores program 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 program instructions, and the implementation method is as follows:

[0223] Displaying a game editing interface on the graphical user interface, wherein the game editing interface includes a game scene to be edited;

[0224] Determine the first scene component;

[0225] Generate a plurality of first grids in the game scene to be edited according to a first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grids are configured with a first grid size, and the first grid size corresponds to the first component size;

[0226] In response to a movement instruction for the first scene component, controlling the first scene component to move in the game scene to be edited;

[0227] Determine a first target grid from the plurality of first grids according to the position information of the first scene component;

[0228] Adsorb the first scene component to the first target grid.

[0229] Optionally, the size is a two-dimensional size or a three-dimensional size.

[0230] Optionally, the method further comprises:

[0231] determining a second scene component, wherein a second component size of the second scene component is different from a first component size of the first scene component;

[0232] The plurality of first grids are updated according to the second component size, wherein the updated plurality of first grids are configured with a second grid size different from the first grid size, and the second grid size corresponds to the second component size.

[0233] Optionally, the method further comprises:

[0234] In response to a component scaling instruction for the first scene component, updating the first component size;

[0235] The plurality of first grids are updated according to the updated first component size, wherein the updated plurality of first grids are configured with a third grid size different from the first grid size, and the third grid size corresponds to the updated first component size.

[0236] Optionally, the game editing interface further displays: a plurality of component controls, each of which is a control for generating a plurality of preset scene components;

[0237] The determining of the first scene component includes:

[0238] In response to a selection operation on a target component control, it is determined that the scene component corresponding to the target component control is the first scene component.

[0239] Optionally, the game scene to be edited displays: at least one scene component;

[0240] The step of determining the first scene component comprises at least one of the following:

[0241] In response to a selection operation on the first scene component, determining the first scene component according to the selection operation;

[0242] In response to a move operation on the first scene component, the first scene component is determined according to the move operation.

[0243] Optionally, the method further comprises:

[0244] In response to a rotation instruction for the first scene component, the first scene component is controlled to be rotated, and the plurality of first grids are controlled to be rotated.

[0245] Optionally, in response to a rotation instruction for the first scene component, controlling the rotation of the first scene component and controlling the rotation of the plurality of first grids comprises:

[0246] In response to a rotation instruction for the first scene component, the first scene component is controlled to rotate with a preset grid reference point as the center, and the plurality of first grids are controlled to rotate.

[0247] Optionally, generating a plurality of first grids in the game scene to be edited according to the first component size of the first scene component and a preset grid multiple includes:

[0248] Calculating a target unit grid size according to a first component size of the first scene component and a preset grid multiple;

[0249] According to the target unit grid size, the virtual three-dimensional space corresponding to the game scene to be edited is grid-divided to obtain the multiple first grids.

[0250] Optionally, the method further comprises:

[0251] Determine a first plane where a controlled virtual object in the game scene to be edited is located;

[0252] On the basis of maintaining the plurality of first meshes, control is performed to generate a second mesh on the first plane.

[0253] Optionally, the controlled virtual object is configured to, under a first control model, respond to a movement instruction to control the controlled virtual object to float and move in the game scene to be edited; or the controlled virtual object is configured to, under a second control model, respond to a movement instruction to control the controlled virtual object to move on the surface of the scene component in the game scene to be edited.

[0254] Optionally, the method further comprises:

[0255] Determine a target position point on the first plane according to the position information of the first scene component and a reference point of the first scene component;

[0256] Taking the target position point as the starting point, a vertical ray model is generated in the game scene to be edited along a target direction perpendicular to the first plane and toward the first scene component, and multiple scale lines in the target direction are displayed on the vertical ray model, and the distance between adjacent scale lines is the size of the first grid in the target direction.

[0257] Optionally, the method further comprises:

[0258] The projection graphic of the first scene component in the target direction is displayed in the game scene to be edited.

[0259] Optionally, the method further comprises:

[0260] If there is no blocking component between the first scene component and the first plane, the projection graphic is directly displayed on the first plane; or,

[0261] If there is an occluding component between the first scene component and the first plane, the occluding portion of the projection graphic is displayed on the occluding component, and the unoccluding portion of the projection graphic is displayed on the first plane.

[0262] Optionally, the game scene to be edited includes one or more scene components, wherein the scene components are configured to generate corresponding scene component models during the game running phase.

[0263] Optionally, the method further comprises:

[0264] In response to the game running instruction, the target game scene is run to display the game scene to be edited in the graphical user interface; the target game scene includes one or more scene components; the game scene to be edited includes a controlled virtual object and one or more scene component models corresponding to the one or more scene components;

[0265] In response to the control instruction, the controlled virtual object is controlled to perform a corresponding game behavior in the game scene to be edited.

[0266] Optionally, the step of determining the first scene component includes:

[0267] Displaying a selection mark in the graphical user interface, and aligning the scene component model to be edited from the scene component model of the game scene to be edited according to the aiming direction of the selection mark;

[0268] In response to the determination instruction, the scene component model to be edited at which the selection mark is aligned is determined as a first scene component, and an association relationship between the first scene component and the controlled virtual object is established.

[0269] Optionally, the method further comprises:

[0270] Controlling the first scene component to move in the game scene to be edited by controlling the position of the controlled virtual object; or controlling the first scene component to move in the game scene to be edited by a preset movement control;

[0271] The rotation of the first scene component is controlled by controlling the orientation of the controlled virtual object; or, the rotation of the first scene component is controlled by a preset rotation control.

[0272] Optionally, the method further comprises:

[0273] In response to a movement operation of the controlled virtual object in a target direction perpendicular to the first plane, the second grid is controlled to move in the target direction.

[0274] Optionally, the game scene to be edited further includes: a plurality of third grids, wherein the plurality of third grids are three-dimensional grids obtained by dividing the virtual three-dimensional space based on a preset grid size.

[0275] Optionally, the method further comprises:

[0276] In response to the grid configuration triggering operation of the game scene to be edited, a grid configuration interface is displayed;

[0277] According to the grid mode configuration operation inputted into the grid configuration interface, the grid mode of the game scene to be edited is configured as the first grid mode and / or the third grid mode.

[0278] Optionally, after configuring the grid mode of the game scene to be edited to the first grid mode, the method further includes:

[0279] According to the grid multiple configuration operation inputted in the grid configuration interface, a preset grid multiple in the first grid mode is configured.

[0280] Optionally, after configuring the grid mode of the game scene to be edited to the third grid mode, the method further includes:

[0281] According to the grid size configuration operation inputted in the grid configuration interface, the preset grid size in the third grid mode is configured.

[0282] Optionally, the method further comprises:

[0283] Display mode switching controls in the game scene to be edited;

[0284] In response to the mode switching operation input by the mode switching control, the grid mode of the game scene to be edited is switched.

[0285] The embodiment of the present application further provides a readable storage medium, on which program instructions are stored, and the method implemented by the processor when the program instructions are executed is as follows:

[0286] Displaying a game editing interface on the graphical user interface, wherein the game editing interface includes a game scene to be edited;

[0287] Determine the first scene component;

[0288] Generate a plurality of first grids in the game scene to be edited according to a first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grids are configured with a first grid size, and the first grid size corresponds to the first component size;

[0289] In response to a movement instruction for the first scene component, controlling the first scene component to move in the game scene to be edited;

[0290] Determine a first target grid from the plurality of first grids according to the position information of the first scene component;

[0291] Adsorb the first scene component to the first target grid.

[0292] Optionally, the size is a two-dimensional size or a three-dimensional size.

[0293] Optionally, the method further comprises:

[0294] determining a second scene component, wherein a second component size of the second scene component is different from a first component size of the first scene component;

[0295] The plurality of first grids are updated according to the second component size, wherein the updated plurality of first grids are configured with a second grid size different from the first grid size, and the second grid size corresponds to the second component size.

[0296] Optionally, the method further comprises:

[0297] In response to a component scaling instruction for the first scene component, updating the first component size;

[0298] The plurality of first grids are updated according to the updated first component size, wherein the updated plurality of first grids are configured with a third grid size different from the first grid size, and the third grid size corresponds to the updated first component size.

[0299] Optionally, the game editing interface further displays: a plurality of component controls, each of which is a control for generating a plurality of preset scene components;

[0300] The determining of the first scene component includes:

[0301] In response to a selection operation on a target component control, it is determined that the scene component corresponding to the target component control is the first scene component.

[0302] Optionally, the game scene to be edited displays: at least one scene component;

[0303] The step of determining the first scene component comprises at least one of the following:

[0304] In response to a selection operation on the first scene component, determining the first scene component according to the selection operation;

[0305] In response to a move operation on the first scene component, the first scene component is determined according to the move operation.

[0306] Optionally, the method further comprises:

[0307] In response to a rotation instruction for the first scene component, the first scene component is controlled to be rotated, and the plurality of first grids are controlled to be rotated.

[0308] Optionally, in response to a rotation instruction for the first scene component, controlling the rotation of the first scene component and controlling the rotation of the plurality of first grids comprises:

[0309] In response to a rotation instruction for the first scene component, the first scene component is controlled to rotate with a preset grid reference point as the center, and the plurality of first grids are controlled to rotate.

[0310] Optionally, generating a plurality of first grids in the game scene to be edited according to the first component size of the first scene component and a preset grid multiple includes:

[0311] Calculating a target unit grid size according to a first component size of the first scene component and a preset grid multiple;

[0312] According to the target unit grid size, the virtual three-dimensional space corresponding to the game scene to be edited is grid-divided to obtain the multiple first grids.

[0313] Optionally, the method further comprises:

[0314] Determine a first plane where a controlled virtual object in the game scene to be edited is located;

[0315] On the basis of maintaining the plurality of first meshes, control is performed to generate a second mesh on the first plane.

[0316] Optionally, the controlled virtual object is configured to, under a first control model, respond to a movement instruction to control the controlled virtual object to float and move in the game scene to be edited; or the controlled virtual object is configured to, under a second control model, respond to a movement instruction to control the controlled virtual object to move on the surface of the scene component in the game scene to be edited.

[0317] Optionally, the method further comprises:

[0318] Determine a target position point on the first plane according to the position information of the first scene component and a reference point of the first scene component;

[0319] Taking the target position point as the starting point, a vertical ray model is generated in the game scene to be edited along a target direction perpendicular to the first plane and toward the first scene component, and multiple scale lines in the target direction are displayed on the vertical ray model, and the distance between adjacent scale lines is the size of the first grid in the target direction.

[0320] Optionally, the method further comprises:

[0321] The projection graphic of the first scene component in the target direction is displayed in the game scene to be edited.

[0322] Optionally, the method further comprises:

[0323] If there is no blocking component between the first scene component and the first plane, the projection graphic is directly displayed on the first plane; or,

[0324] If there is an occluding component between the first scene component and the first plane, the occluding portion of the projection graphic is displayed on the occluding component, and the unoccluding portion of the projection graphic is displayed on the first plane.

[0325] Optionally, the game scene to be edited includes one or more scene components, wherein the scene components are configured to generate corresponding scene component models during the game running phase.

[0326] Optionally, the method further comprises:

[0327] In response to the game running instruction, the target game scene is run to display the game scene to be edited in the graphical user interface; the target game scene includes one or more scene components; the game scene to be edited includes a controlled virtual object and one or more scene component models corresponding to the one or more scene components;

[0328] In response to the control instruction, the controlled virtual object is controlled to perform a corresponding game behavior in the game scene to be edited.

[0329] Optionally, the step of determining the first scene component includes:

[0330] Displaying a selection mark in the graphical user interface, and aligning the scene component model to be edited from the scene component model of the game scene to be edited according to the aiming direction of the selection mark;

[0331] In response to the determination instruction, the scene component model to be edited at which the selection mark is aligned is determined as a first scene component, and an association relationship between the first scene component and the controlled virtual object is established.

[0332] Optionally, the method further comprises:

[0333] Controlling the first scene component to move in the game scene to be edited by controlling the position of the controlled virtual object; or controlling the first scene component to move in the game scene to be edited by a preset movement control;

[0334] The rotation of the first scene component is controlled by controlling the orientation of the controlled virtual object; or, the rotation of the first scene component is controlled by a preset rotation control.

[0335] Optionally, the method further comprises:

[0336] In response to a movement operation of the controlled virtual object in a target direction perpendicular to the first plane, the second grid is controlled to move in the target direction.

[0337] Optionally, the game scene to be edited further includes: a plurality of third grids, wherein the plurality of third grids are three-dimensional grids obtained by dividing the virtual three-dimensional space based on a preset grid size.

[0338] Optionally, the method further comprises:

[0339] In response to the grid configuration triggering operation of the game scene to be edited, a grid configuration interface is displayed;

[0340] According to the grid mode configuration operation inputted into the grid configuration interface, the grid mode of the game scene to be edited is configured as the first grid mode and / or the third grid mode.

[0341] Optionally, after configuring the grid mode of the game scene to be edited to the first grid mode, the method further includes:

[0342] According to the grid multiple configuration operation inputted in the grid configuration interface, a preset grid multiple in the first grid mode is configured.

[0343] Optionally, after configuring the grid mode of the game scene to be edited to the third grid mode, the method further includes:

[0344] According to the grid size configuration operation inputted in the grid configuration interface, the preset grid size in the third grid mode is configured.

[0345] Optionally, the method further comprises:

[0346] Display mode switching controls in the game scene to be edited;

[0347] In response to the mode switching operation input by the mode switching control, the grid mode of the game scene to be edited is switched.

[0348] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, 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, such as 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 interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0349] The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place or distributed on multiple grid units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0350] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0351] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a grid device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0352] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any changes or substitutions that can be easily thought of by a person skilled in the art within the technical scope disclosed in the present application should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A game scene editing method, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Displaying a game editing interface on the graphical user interface, wherein the game editing interface includes a game scene to be edited; Determine the first scene component; Generate a plurality of first grids in the game scene to be edited according to a first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grids are configured with a first grid size, and the first grid size corresponds to the first component size; In response to a movement instruction for the first scene component, controlling the first scene component to move in the game scene to be edited; Determine a first target grid from the plurality of first grids according to the position information of the first scene component; Adsorb the first scene component to the first target grid.

2. The method according to claim 1, characterized in that The size is a two-dimensional size or a three-dimensional size.

3. The method according to claim 1, characterized in that The method further comprises: determining a second scene component, wherein a second component size of the second scene component is different from a first component size of the first scene component; The plurality of first grids are updated according to the second component size, wherein the updated plurality of first grids are configured with a second grid size different from the first grid size, and the second grid size corresponds to the second component size.

4. The method according to claim 1, characterized in that The method further comprises: In response to a component scaling instruction for the first scene component, updating the first component size; The plurality of first grids are updated according to the updated first component size, wherein the updated plurality of first grids are configured with a third grid size different from the first grid size, and the third grid size corresponds to the updated first component size.

5. The method according to claim 1, characterized in that The game editing interface also displays: a plurality of component controls, each of which is a control for generating a plurality of preset scene components; The determining of the first scene component includes: In response to a selection operation on a target component control, it is determined that the scene component corresponding to the target component control is the first scene component.

6. The method according to claim 1, characterized in that The game scene to be edited displays: at least one scene component; The step of determining the first scene component comprises at least one of the following: In response to a selection operation on the first scene component, determining the first scene component according to the selection operation; In response to a move operation on the first scene component, the first scene component is determined according to the move operation.

7. The method according to claim 1, characterized in that The method further comprises: In response to a rotation instruction for the first scene component, the first scene component is controlled to be rotated, and the plurality of first grids are controlled to be rotated.

8. The method according to claim 7, characterized in that In response to the rotation instruction for the first scene component, controlling the rotation of the first scene component and controlling the rotation of the plurality of first grids comprises: In response to a rotation instruction for the first scene component, the first scene component is controlled to rotate with a preset grid reference point as the center, and the plurality of first grids are controlled to rotate.

9. The method according to claim 1, characterized in that: The step of generating a plurality of first grids in the game scene to be edited according to the first component size of the first scene component and a preset grid multiple includes: Calculating a target unit grid size according to a first component size of the first scene component and a preset grid multiple; According to the target unit grid size, the virtual three-dimensional space corresponding to the game scene to be edited is grid-divided to obtain the multiple first grids.

10. The method according to claim 1, characterized in that The method further comprises: Determine a first plane where a controlled virtual object in the game scene to be edited is located; On the basis of maintaining the plurality of first meshes, control is performed to generate a second mesh on the first plane.

11. The method according to claim 10, characterized in that The controlled virtual object is configured to, under a first control model, control the controlled virtual object to move in suspension in the game scene to be edited in response to a movement instruction; or the controlled virtual object is configured to, under a second control model, control the controlled virtual object to move on the surface of the scene component in the game scene to be edited in response to a movement instruction.

12. The method according to claim 10, characterized in that The method further comprises: Determine a target position point on the first plane according to the position information of the first scene component and a reference point of the first scene component; Taking the target position point as the starting point, a vertical ray model is generated in the game scene to be edited along a target direction perpendicular to the first plane and toward the first scene component, and multiple scale lines in the target direction are displayed on the vertical ray model, and the distance between adjacent scale lines is the size of the first grid in the target direction.

13. The method according to claim 12, characterized in that The method further comprises: The projection graphic of the first scene component in the target direction is displayed in the game scene to be edited.

14. The method according to claim 13, characterized in that The method further comprises: If there is no blocking component between the first scene component and the first plane, the projection graphic is directly displayed on the first plane; or, If there is an occluding component between the first scene component and the first plane, the occluding portion of the projection graphic is displayed on the occluding component, and the unoccluding portion of the projection graphic is displayed on the first plane.

15. The method according to claim 1, characterized in that The game scene to be edited includes one or more scene components, wherein the scene components are configured to generate corresponding scene component models during the game running phase.

16. The method according to claim 15, characterized in that The method further comprises: In response to the game running instruction, the target game scene is run to display the game scene to be edited in the graphical user interface; the target game scene includes one or more scene components; the game scene to be edited includes a controlled virtual object and one or more scene component models corresponding to the one or more scene components; In response to the control instruction, the controlled virtual object is controlled to perform a corresponding game behavior in the game scene to be edited.

17. The method according to claim 16, characterized in that The step of determining the first scene component comprises: Displaying a selection mark in the graphical user interface, and aligning the scene component model to be edited from the scene component model of the game scene to be edited according to the aiming direction of the selection mark; In response to the determination instruction, the scene component model to be edited at which the selection mark is aligned is determined as a first scene component, and an association relationship between the first scene component and the controlled virtual object is established.

18. The method according to claim 17, characterized in that The method further comprises: Controlling the first scene component to move in the game scene to be edited by controlling the position of the controlled virtual object; or controlling the first scene component to move in the game scene to be edited by a preset movement control; The rotation of the first scene component is controlled by controlling the orientation of the controlled virtual object; or, the rotation of the first scene component is controlled by a preset rotation control.

19. The method according to claim 10, characterized in that The method further comprises: In response to a movement operation of the controlled virtual object in a target direction perpendicular to the first plane, the second grid is controlled to move in the target direction.

20. The method according to claim 1, characterized in that The game scene to be edited also includes: a plurality of third grids, wherein the plurality of third grids are three-dimensional grids obtained by dividing the virtual three-dimensional space based on a preset grid size.

21. The method according to claim 20, characterized in that The method further comprises: In response to the grid configuration triggering operation of the game scene to be edited, a grid configuration interface is displayed; According to the grid mode configuration operation inputted into the grid configuration interface, the grid mode of the game scene to be edited is configured as the first grid mode and / or the third grid mode.

22. The method according to claim 21, characterized in that After configuring the grid mode of the game scene to be edited as the first grid mode, the method further includes: According to the grid multiple configuration operation inputted in the grid configuration interface, a preset grid multiple in the first grid mode is configured.

23. The method according to claim 21, characterized in that After configuring the grid mode of the game scene to be edited to the third grid mode, the method further includes: According to the grid size configuration operation inputted in the grid configuration interface, the preset grid size in the third grid mode is configured.

24. The method according to claim 1, characterized in that The method further comprises: Display mode switching controls in the game scene to be edited; In response to the mode switching operation input by the mode switching control, the grid mode of the game scene to be edited is switched.

25. A game scene editing device, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A display module, used to display a game editing interface on the graphical user interface, wherein the game editing interface includes a game scene to be edited; A first determining module, used to determine a first scene component; A generating module, configured to generate a plurality of first grids in the game scene to be edited according to a first component size of the first scene component or according to the first component size of the first scene component and a preset grid multiple, wherein the first grids are configured with a first grid size, and the first grid size corresponds to the first component size; A control module, configured to respond to a movement instruction for the first scene component and control the first scene component to move in the game scene to be edited; A second determining module, configured to determine a first target grid from the plurality of first grids according to the position information of the first scene component; An adsorption module is used to adsorb the first scene component to the first target grid.

26. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to implement the game scene editing method described in any one of claims 1 to 24.

27. A readable storage medium, characterized in that: The readable storage medium stores program instructions, and the program instructions, when executed by a processor, implement the game scene editing method described in any one of claims 1 to 24.

Citation Information

Cited By

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