Game level editing method and device, program product and electronic equipment
By loading the game map in the game editor and associating multiple game levels, the problem of only independent levels in the existing technology is solved, and the editing and efficient editing process of continuous levels is realized.
Patent Information
- Application Number
- CN202510007935.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-02
- Publication Date
- 2025-04-11
AI Technical Summary
Existing game editors can only edit independent game levels and cannot effectively edit continuous game levels, resulting in cumbersome and inefficient editing process.
The editing of continuous game levels is achieved by loading the game map during the game editing stage and linking multiple game levels into combinations in response to editing instructions. During the game operation stage, jump and run the level according to the level configuration information.
It realizes the editing of continuous game levels, improves the diversity of game levels types and gameplay, simplifies the editing process, and improves editing efficiency.
Smart Images

Figure CN119792943A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game level editing method, a game level editing device, a computer program product, and an electronic device. Background Art
[0002] With the development of computer technology, UGC (User Generated Content) editors for games have emerged, and users can use UGC editors to edit custom game levels. In related technologies, game editors only support editing independent game levels. If users need to edit multiple related game levels, such as consecutive game levels, they need to integrate these game levels into one scene for editing, which makes the editing process cumbersome and inefficient. Summary of the invention
[0003] The present disclosure provides a game level editing method, a game level editing device, a computer program product and an electronic device, so as to at least to some extent solve the problem that the related art cannot edit continuous game levels.
[0004] According to a first aspect of the present disclosure, a game level editing method is provided, the method comprising: in a game editing stage, loading a first game map to display a corresponding first game editing scene in a graphical user interface; in response to a first editing instruction in the first game editing scene, associating at least one second game level to the first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level; in a game running stage, running the first game level according to first level configuration information of the first game level; in response to triggering a preset condition in the first game level, controlling a jump from the first game level to the second game level, and running the second game level according to the second level configuration information of the second game level.
[0005] According to a second aspect of the present disclosure, a game level editing device is provided, the device comprising: a game editing scene display module, configured to load a first game map to display a corresponding first game editing scene in a graphical user interface during a game editing phase; a level editing processing module, configured to respond to a first editing instruction in the first game editing scene, and associate at least one second game level to a first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level; a game level running module, configured to run the first game level according to first level configuration information of the first game level during a game running phase; and in response to triggering a preset condition in the first game level, control a jump from the first game level to the second game level, and run the second game level according to the second level configuration information of the second game level.
[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0008] The technical solution disclosed in this disclosure has the following beneficial effects:
[0009] It provides an editing solution for continuous game levels, breaking through the limitation of related technologies that only independent game levels can be edited, which is conducive to improving the diversity of game level types and gameplay. There is no need to integrate multiple game levels into one scene for editing, and the information of the game map can be reused, which is conducive to simplifying the editing process and improving editing efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;
[0011] Figure 2 A flowchart showing a method for editing a game level in this exemplary embodiment;
[0012] Figure 3A and Figure 3B A schematic diagram showing a method of creating a second game level in this exemplary embodiment;
[0013] Figure 4 A schematic diagram showing jumping to a game level in a single-player game mode in this exemplary embodiment;
[0014] FIG. 5A to FIG. 5J A schematic diagram showing jumping to a game level in a multiplayer game mode in this exemplary embodiment is shown;
[0015] FIG. 6A to FIG. 6D A schematic diagram showing a level information interface in this exemplary embodiment;
[0016] Figure 7 A schematic diagram showing another level information interface in this exemplary embodiment;
[0017] Figure 8 A schematic diagram showing the structure of a game level editing device in this exemplary embodiment;
[0018] Fig. 9 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0019] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0020] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0021] The inventors have found that in the related art, the game editor only supports editing independent game levels. If the user needs to edit multiple related game levels, such as consecutive game levels, these game levels need to be integrated into one scene for editing. In this way, the originally edited independent game levels cannot be used and need to be re-edited in a new scene. The editing process is cumbersome and inefficient. In addition, the editing method of integrating multiple game levels limits the diversity of game levels and the freedom of user editing.
[0022] In view of the above problems, an exemplary embodiment of the present disclosure provides a game level editing method.
[0023] Figure 1 The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, and the like. An application program, such as a game program, is installed on the terminal device 110. The terminal device 110 has a display function and can display a graphical user interface, which may include an operating system interface or an application program interface, and the like. The server 120 generally refers to a background system that provides a game or editing service in this exemplary embodiment, and may be a server or a cluster of multiple servers. In one embodiment, a game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0024] In one embodiment, the above method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the cloud game client (such as the above terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0025] In one embodiment, the game map (or scene) edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, the currently edited game map can be automatically saved at regular intervals during the editing process, or the currently edited game map can be saved according to a manual save operation performed by the user, or the currently edited game map can be automatically saved when exiting the editing. When saving the game map, the terminal device 110 can upload the game map data to the server 120, and the server 120 can save it.
[0026] In one embodiment, the server 120 may maintain a game map pool, such as deploying a database for storing game maps on the server side. In response to an instruction to publish a game map on the terminal device 110, the server 120 may add the game map data to the game map pool, so that other players can download the game map data from the game map pool and use the game map to play the game. This enables a fast UGC function.
[0027] In one implementation, the above method can be implemented by the terminal device 110 without deploying the server 120. For example, in a stand-alone game or editing environment, a stand-alone application is installed on the terminal device 110 to execute the above method.
[0028] Figure 2 The schematic flow of the game level editing method is shown, which may include the following steps S210 to S240:
[0029] Step S210, in the game editing stage, loading a first game map to display a corresponding first game editing scene in a graphical user interface;
[0030] Step S220, in response to the first editing instruction in the first game editing scene, at least one second game level is associated with the first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level;
[0031] Step S230, in the game running phase, running the first game level according to the first level configuration information of the first game level;
[0032] Step S240, in response to triggering a preset condition in the first game level, controlling a jump from the first game level to the second game level, and running the second game level according to the second level configuration information of the second game level.
[0033] based on Figure 2 The method provides an editing solution for continuous game levels, breaking through the limitation of related technologies that only independent game levels can be edited, which is conducive to improving the diversity of game level types and gameplay. There is no need to integrate multiple game levels into one scene for editing, and the information of the game map can be reused, which is conducive to simplifying the editing process and improving editing efficiency.
[0034] Below Figure 2 Provide detailed instructions for each step.
[0035] refer to Figure 2 , in step S210, in the game editing stage, the first game map is loaded to display the corresponding first game editing scene in the graphical user interface.
[0036] This exemplary embodiment divides the game process into at least two stages as follows: a game editing stage, which is the stage in which the user uses the editing function to edit game levels and other content; and a game running stage, which is the stage in which the user plays the game and can use the content edited in the game editing stage to play, such as the user can play the game in the edited game level.
[0037] This exemplary embodiment provides editing functions through an application. The application may be a game program, which has an editing function. When the game program is running, the user can select a specific option to enter the editing interface and use the editing function. In another embodiment, the application may be an editing program, which is not a game program. It provides editing functions but cannot be used to play games. Exemplarily, the editing program may be an editing program that is compatible with the game program, which can be run separately outside the game program, or it may be an editing program independent of the game, which is universal for different games, such as DCC (Digital Content Creation) software, game engines, etc. When the editing program is running, the user can use the editing function.
[0038] The first game map is a game map edited by the user, which can be any game map, such as a newly created game map, a game map preset in the program, or a game map previously edited by the user or edited by other users. The first game editing scene is a scene formed by loading the first game map in the editing mode. For example, the user can select the first game map in the editing function and confirm the edit, triggering the loading of the first game map in the editing mode and displaying the first game editing scene. In the first game editing scene, the user can edit the scene components, scene environment, gameplay rules and other contents.
[0039] Continue to refer Figure 2 In step S220, in response to the first editing instruction in the first game editing scene, at least one second game level is associated with the first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level.
[0040] In this exemplary embodiment, both the game map and the game level may refer to a virtual scene (or space) in the game, and may include people or objects (such as scene components) in the virtual scene. The game map and the corresponding game level have the same map data, including information such as terrain, environment, and scene components. In the game, the game map and the corresponding game level may be displayed as the same object. For example, if the name of a game map is "Zhang San's Castle", the name of the corresponding game level is also "Zhang San's Castle". In this way, in the user's perception, there is no need to distinguish between the game map and the corresponding game level, which is convenient for the user to understand.
[0041] From the perspective of the program, the game map and the corresponding game level can be different program objects, such as different data sets. In one embodiment, the game map is a collection of map data, which may include level configuration information or may not include level configuration information. The game level is a collection of map data and level configuration information. The level configuration information is the information required to implement the game process in the game level, including but not limited to gameplay information, rule information, character configuration information, etc.
[0042] Generally, the game map and the corresponding game level have the same map data. Different game levels can be formed by combining the game map with different level configuration information. Therefore, a game map can correspond to one or more game levels. Exemplarily, the map data of a game map can be copied into any number of copies, and each copy can correspond to a game level. For example, the copies of the map data can be added with different level configuration information to form multiple game levels with different gameplay or rules.
[0043] In one embodiment, if a game map is completely independent of other game maps or game levels, then the game map corresponds to one game level, and the two can be regarded as the same object. If a game map is associated with other game maps or game levels, subordinate game levels of other game maps or game levels can be generated based on the map data of the game map, and multiple subordinate game levels can be generated, then the game map corresponds to multiple game levels.
[0044] The association between two game levels means that there is a one-way or two-way level jump relationship between the two game levels, and it is possible to jump from one game level to another game level during the game running stage. If two game levels are associated, it can be considered that the two game maps corresponding to the two game levels are associated, or the game map corresponding to one game level is associated with the other game level.
[0045] The first game level is a game level corresponding to the first game map. The first editing instruction is an editing operation instruction for associating other game levels with the first game level. The other game levels associated with the first game level are called second game levels, which can be game levels corresponding to the second game map or newly created game levels.
[0046] A game level combination is a set of one or more game levels. Each game level in the game level combination can have an association relationship with at least one other game level in the combination. That is to say, in a game level combination, by jumping to a level through the association relationship between different game levels, you can reach any game level in the combination.
[0047] The present disclosure does not limit the specific implementation of the first editing instruction. For example, the user may select the second game level in the first game editing scene, and the operation process generates the first editing instruction, triggering the association of the second game level to the first game level.
[0048] In one embodiment, the first editing instruction may include a level editing trigger instruction and a level adding instruction. The above-mentioned response to the first editing instruction in the first game editing scene, according to the first editing instruction, associating at least one second game level to the first game level corresponding to the first game map, may include the following steps:
[0049] In response to a level editing trigger instruction in the first game editing scene, a level editing interface is displayed;
[0050] In response to a level adding instruction in the level editing interface, a new second game level is created or a second game level is determined according to an existing game map, and the second game level is associated with the first game level corresponding to the first game map.
[0051] The level editing trigger instruction is an operation instruction for triggering the start of level editing. For example, when the first game editing scene is displayed, relevant options for level editing may be provided, such as providing a level management option in the editing option interface of the first game editing scene. When the user clicks on the option, a level editing trigger instruction is generated, triggering the display of the level editing interface.
[0052] The level editing interface can be used to perform operations related to game level editing. The user can trigger the level adding command in the level editing interface to add an associated game level to the game level corresponding to the currently edited game map (i.e., the first game level corresponding to the first game map). The user can add an associated game level in the level editing interface in at least two ways, which are described below:
[0053] In one embodiment, in response to a level adding instruction in the level editing interface, a new second game level is created, and the second game level is associated with the first game level corresponding to the first game map.
[0054] Exemplarily, the level editing interface provides a function of creating a new game level, and the user uses this function to create a new second game level, and automatically associate it with the first game level. The newly created second game level can be a blank or default game level, such as a level without scene components or with only a small number of default scene components. Alternatively, in response to a level adding instruction, a candidate level template is provided, and in response to a selection instruction in the candidate level template, a target level template is determined from the candidate level template, and a new second game level is created using the target level template. Among them, the candidate level template is a level template provided in the program, and each candidate level template includes specific scene or level information, such as preset scene components, background, etc. The user can select a target level template from the candidate level templates, and the second game level thus created inherits the scene components, background, and other information in the target level template, thereby reducing the time for the user to edit the second game level.
[0055] Figure 3A A schematic diagram of a level editing interface is shown. When a first game level is not associated with any other game level, in response to a level editing trigger instruction, a Figure 3A When the user clicks the Create Level control in the level editing interface, the Figure 3B The level adding interface shown in the figure includes two tabs: "Template" and "My Map". When the "Template" tab is selected, it means that the template is used to create a new second game level. Figure 3B The user selects a candidate level template and clicks Confirm to create, which triggers the creation of a second game level with the candidate level template selected by the user as the target level template. In addition, the user can also enter the name and level description of the second game level.
[0056] The created new second game level will be automatically associated with the first game level. For example, the program can construct a game level combination based on the first game level, and add the second game level to the game level combination, such as putting the second map data of the second game map corresponding to the second game level (for ease of distinction, the map data of the first game map is referred to as the first map data, and the map data of the second game map is referred to as the second map data), level configuration information, etc. into the combination data of the game level combination, so as to associate the second game level with the first game level.
[0057] In one embodiment, in response to a level adding instruction in the level editing interface, a second game level is determined according to an existing game map, and the second game level is associated with the first game level corresponding to the first game map.
[0058] The level editing interface may provide a function of selecting a game level from an existing game map. The user may select from the existing game maps. The game map selected by the user is referred to as the second game map. The game level corresponding to the second game map is referred to as the second game level. The second game level is associated with the first game level. Figure 3B In the level adding interface shown, if the "My Map" tab is selected, it indicates that a second game level is added based on an existing game map, and an existing game map is displayed (not limited to "My Map", but also game maps that come with the program, or game maps edited by other users, etc.). After the user selects a game map and clicks confirm, the second game level is determined based on the game map selected by the user and is associated with the first game level.
[0059] Exemplarily, when the second game map is determined, the second map data of the second game map can be copied to the combination data of the game level combination, and the copied second map data can be regarded as the second game level, or level configuration information can be added to the copied second map data to form a second game level, and the second game level can be associated with the first game level.
[0060] In one embodiment, when the second game level is associated with the first game level, the first game level is a master game level and the second game level is a slave game level. That is, there is a master game level and a slave game level relationship between the two associated game levels.
[0061] In one embodiment, when setting the association relationship between different game levels, the game level corresponding to the currently edited game map is the main game level, and other game levels associated with the main game level are subordinate game levels. For example, in the process of editing the first game map, if the second game level is associated with the first game level to form a game level combination, the first game level is the main game level in the game level combination, and the second game level is the subordinate game level in the game level combination.
[0062] In one embodiment, in the level information interface of the first game level, information of all game levels in the game level combination with the first game level as the main game level is displayed, including information of the second game level. In addition, the main game level can also be displayed separately, such as adding words such as "main game level" or "main level" to the information of the main game level.
[0063] In one embodiment, the level configuration information of the subordinate game level is consistent with the main game level to a certain extent. Exemplarily, in the case of associating the second game level with the first game level, the game level editing method may further include the following steps:
[0064] The second level configuration information is determined according to the first level configuration information.
[0065] The first level configuration information is the level configuration information of the first game level, and the second level configuration information is the level configuration information of the second game level. Exemplarily, if the user creates a new second game level by creating a new level, and does not edit the level configuration information when creating it, or determines the second game level according to the second game map, and the second game map itself does not have the level configuration information, so that the second game level does not initially have the second level configuration information, then the first level configuration information can be directly used as the second level configuration information, such as copying the first level configuration information to the data of the second game level to form the second level configuration information. If the user edits the level configuration information when creating a new second game level, or determines the second game level according to the second game map, and the second game map itself has the level configuration information, so that the second game level initially has the second level configuration information, then the original second level configuration information can be replaced by the first level configuration information as the new second level configuration information, such as copying the first level configuration information to the data of the second game level, overwriting the original second level configuration information, and forming the new second level configuration information, that is, the second game level can completely inherit the level configuration information of the first game level. Alternatively, part of the information in the first level configuration information can be combined with the original second level configuration information, such as combining the gameplay information and rule information in the first level configuration information with the character configuration information in the original second level configuration information, to form the new second level configuration information, that is, the second game level can partially inherit the level configuration information of the first game level.
[0066] Through the above method, the level configuration information of the second game level is kept consistent with that of the first game level to a certain extent, so that the unification of the gameplay, rules, etc. of multiple consecutive game levels can be achieved.
[0067] In one implementation, the determining of the second level configuration information according to the first level configuration information may include the following steps:
[0068] Determine the global level configuration information according to the first level configuration information;
[0069] The second level configuration information is determined according to the global level configuration information and the local level configuration information of the second game level.
[0070] Among them, the global level configuration information is the level configuration information that is globally common to continuous game levels. The program can determine the global level configuration information based on the global configuration in the first level configuration information. Alternatively, when editing the first level configuration information, the user can specify which information is the global level configuration information. In the case of associating the second game level to the first game level, if the second game level originally has the second level configuration information, the program can use the global level configuration information in the first level configuration information to replace the corresponding information in the original second level configuration information to form a new second level configuration information. In this way, the first game level and the second game level can maintain uniformity in the global configuration of the gameplay or rules, and maintain the local level configuration of each game level, so as to achieve a richer gameplay.
[0071] In one implementation, when the second game level is associated with the first game level, the original level configuration information of the second game level may be kept unchanged, that is, the second level configuration information is equal to the original level configuration information of the second game level.
[0072] In one embodiment, when forming a game level combination, the game level editing method may further include the following steps:
[0073] adding second map data of a second game map corresponding to a second game level to first map data of a first game map to form combined data of a game level combination;
[0074] During the game running phase, any one or more game levels in the game level combination are presented by loading the combination data.
[0075] The combination data of the game level combination may include map data (including first map data and second map data) of the game map corresponding to each game level in the combination. During the game running stage, if the user selects a game level combination to play, any one or more game levels in the combination can be presented by loading the combination data, so there is no need to specifically search and load the map data of each game map, thereby improving the running efficiency.
[0076] In one implementation, the combination data of the game level combination may further include first level configuration information of the first game level and second level configuration information of the second game level.
[0077] Continue to refer Figure 2 In step S230, during the game running phase, the first game level is run according to the first level configuration information of the first game level.
[0078] Among them, when the first game level is loaded and presented in the running mode, logical processing of the gameplay, rules, etc. of the first game level is executed according to the first level configuration information, such as judging the victory or failure of the virtual character, restricting the behavior of the virtual character, etc., thereby realizing the gameplay process of the first game level.
[0079] Continue to refer Figure 2 In step S240, in response to triggering a preset condition in the first game level, control jumps from the first game level to the second game level, and runs the second game level according to the second level configuration information of the second game level.
[0080] Among them, the preset conditions are trigger conditions for jumping from the first game level to the second game level, including but not limited to: the end of the play process in the first game level, such as one camp of virtual characters defeating the other camp, reaching the set game time, a predetermined number of virtual characters completing the game task, etc.; the virtual character triggers the first level jump component in the first game level; the player performs relevant operations to jump to the next level.
[0081] When a preset condition is triggered, the virtual character (such as the player character, which refers to the virtual character controlled by the player) in the first game level can be controlled to jump to the second game level. The logic processing of the gameplay, rules, etc. of the second game level is performed according to the second level configuration information, thereby realizing the play process of the second game level.
[0082] This exemplary embodiment realizes custom editing of continuous game levels in the game editing stage, so that players can quickly jump from the first game level to the second game level during the game running stage, thereby increasing the diversity and editing efficiency of user editing of game levels and improving the player's gaming experience.
[0083] In one embodiment, a first level jump component is provided in the first game level, and the first level jump component corresponds to a first target game level; the first target game level is a game level in the second game level. Accordingly, the above response triggers a preset condition in the first game level, and controls the jump from the first game level to the second game level, which may include the following steps:
[0084] In response to the virtual character triggering the first level jump component in the first game level, control is performed to jump from the first game level to the first target game level.
[0085] The level jump component is a scene component used to jump to a game level, such as a scene component in the form of a portal. The level jump component may correspond to a game level, indicating a jump destination. The first level jump component set in the first game level corresponds to the first target game level, and the first target game level may be one of the second game levels. That is, the first level jump component may jump to a second game level associated with the first game level.
[0086] During the game running stage, the virtual character triggers the first level jump component in the first game level, such as the virtual character touches the first level jump component, or the virtual character enters the trigger range of the first level jump component (which can be a circular range centered on the first level jump component, etc.), or the virtual character performs a preset behavior on the first level jump component (such as the virtual character opens a door near a portal), etc., triggering a jump from the first game level to the first target game level.
[0087] The level jump component is used to jump between different game levels, allowing players to flexibly control when to jump to the game level during the game without having to wait until the current game level ends. It is very convenient.
[0088] In one embodiment, the above-mentioned response to the virtual character triggering the first level jump component in the first game level to control the jump from the first game level to the first target game level may include: in a single-player game mode, responding to the virtual character triggering the first level jump component in the first game level to control the jump from the first game level to the first target game level. The single-player game mode is a game mode in which only one player participates, and when the virtual character controlled by the player triggers the first level jump component in the first game level, the jump from the first game level to the first target game level is triggered.
[0089] Figure 4 The game level jump pop-up window is shown when the virtual character triggers the first level jump component in the single-player game mode. The pop-up window serves as a prompt for level jump and can present information about the first target game level. If the user clicks "Enter Level", the game will jump to the first target game level.
[0090] In one embodiment, the above-mentioned response to triggering a preset condition in the first game level, controlling the jump from the first game level to the second game level, may also include: in a multiplayer game mode, in response to the virtual character triggering the first level jump component in the first game level, controlling the jump from the first game level to the second game level when the number of people who agree to jump to the level reaches a preset value. Wherein, the multiplayer game mode is a game mode in which multiple players participate, wherein when the virtual character controlled by any player triggers the first level jump component in the first game level, or when the virtual character controlled by a designated player (such as the "room owner" player who established the game) triggers the first level jump component in the first game level, information on whether to agree to jump to the level is sent to other players, and if the number of people who agree to jump to the level reaches a preset value (which can be determined based on experience or specific circumstances, such as 1 / 2, 2 / 3 of the total number of people, etc.), the virtual characters controlled by all players are controlled to jump to the second game level.
[0091] Figure 5A The game level jump pop-up window is shown when the virtual character triggers the first level jump component in the multiplayer game mode. The player corresponding to the virtual character that triggers the first level jump component (called the initiating player) can see the pop-up window. If the initiating player clicks the "Initiate New Level" control, a message inviting other players to jump to the level is sent. After that, the game level jump pop-up window can be displayed in a waiting state. Figure 5B As shown in the figure, the "Initiate entering a new level" control becomes a "temporarily suspend" control, and can display the situation of other players agreeing to jump to the level, such as displaying information such as "number of people who agree / total number of people". If the initiating player clicks the "temporarily suspend" control or closes the game level jump pop-up window, he will return to the first game level. Figure 5C As shown, and can be in the form of small windows, icons, etc. (such as Figure 5C The small window at the top of the game will show other players' agreement to jump to the level. If the number of people who agree to jump to the level does not reach the preset value, it is determined that the jump will not be made. In this case, a jump cooling time can be set for the initiating player (which can be calculated from the moment when the jump is determined not to be made), and the player can initiate the jump again after the jump cooling time. Figure 5D As shown, if the virtual character controlled by the initiating player triggers the first level jump component again within the jump cooling time, triggering the display of the game level jump pop-up window, or the initiating player did not close the pop-up window after the last display of the game level jump pop-up window, the "Initiate entry into new level" control in the pop-up window may change to a cooling state, displaying a progress bar for the corresponding jump cooling time.
[0092] Figure 5EThe figure shows the level jump invitation information received by other players (called invited players) when the initiating player initiates entering a new level in a multiplayer game mode. The information can be displayed in the first game level in a pop-up window or other manner. The invited player can choose to accept or reject the invitation in the level jump invitation information to indicate whether or not to jump to the level. The invited player can also click on the level information in the level jump invitation information to trigger the display Fig. 5F The game level jump pop-up window shown presents the information of the first target game level in more detail, and the invited player can also choose to accept or reject the invitation in the pop-up window.
[0093] When the number of people who agree to jump to the next level reaches the preset value, refer to Figure 5G As shown, the jump prompt information (such as the countdown of the jump level, etc.) can be displayed in the first game level, or refer to Figure 5H As shown, the jump prompt information can be displayed in the game level jump pop-up window. Then jump to the first target game level. The case of unsuccessful jump refers to the case where the number of people who agree to jump to the level does not reach the preset value, including but not limited to: within the preset invitation time, the number of people who agree to jump to the level does not reach the preset value; the number of people who disagree to jump to the level exceeds the corresponding value of the preset value (such as the preset value is 2 / 3 of the total number of people, then the corresponding value is 1 / 3 of the total number of people), making it impossible for the number of people who agree to jump to the level to reach the preset value. If the jump is unsuccessful, refer to Fig.5I As shown, the information that the jump failed can be displayed in the first game level, or refer to Figure 5J As shown, the information of unsuccessful jump can be displayed in the game level jump pop-up window, and the information of unsuccessful jump can be displayed only to the initiating player.
[0094] The above describes how to use the level jump component to jump to a game level. The following is an exemplary description of the editing method of the level jump component.
[0095] In one embodiment, the game level editing method may further include the following steps:
[0096] In response to the component generation instruction in the first game editing scene, a first level jump component is generated in the first game level.
[0097] The component generation instruction is an operation instruction for generating a first level jump component. Exemplarily, in the first game editing scene, the first level jump component can be generated by a scene component control or the like. For example, the program provides a scene component control corresponding to the level jump component, and the user can drag the control to the first game editing scene to generate a component generation instruction, triggering the generation of the first level jump component at the target position dragged by the user.
[0098] In one embodiment, the game level editing method may further include the following steps:
[0099] In response to the second editing instruction, the first level jump component is set to correspond to the first target game level.
[0100] The second editing instruction is an operation instruction for setting the game level corresponding to the level jump component. For example, in the setting interface of the first level jump component, the corresponding game level is set through the relevant options of the game level jump, and a selection can be made from the second game level associated with the first game level. The second game level selected by the user is the first target game level, thereby setting the first level jump component to correspond to the first target game level.
[0101] In one embodiment, in response to the second editing instruction, setting the first level jump component to correspond to the first target game level may include at least one of the following methods:
[0102] Method 1: displaying a level management interface; the level management interface includes a first editing control of a first level jump component; in response to an editing instruction for the first editing control, setting the first level jump component to correspond to a first target game level.
[0103] The first editing control is used to set the game level corresponding to the first level jump component. Fig. 6A A schematic diagram of the level management interface of the first game level is shown, in which all first level jump components, such as concatenator 1, concatenator 2, and concatenator 3, can be displayed, and a corresponding first editing control 601 can be provided. The first editing control 601 can display information of the first target game level corresponding to the first level jump component. If the first level jump component is not set to a corresponding game level, the first editing control 601 can display relevant prompt information that there is no corresponding game level. The user can click the first editing control 601 and select from the options of the second game level that pop up subsequently, so as to set the first level jump component to correspond to the first target game level, or switch the originally set first target game level to another second game level.
[0104] Method 2: In response to an editing instruction for the first level jump component in the first game editing scene, the first level jump component is set to correspond to the first target game level.
[0105] In the first game editing scene, the first level jump component can be directly edited to set its corresponding game level. In one embodiment, the above-mentioned response to the editing instruction for the first level jump component in the first game editing scene to set the first level jump component to correspond to the first target game level may include the following steps:
[0106] When the first level jump component is the current editing object, providing a second editing control of the first level jump component;
[0107] In response to the editing instruction for the second editing control, the first level jump component is set to correspond to the first target game level.
[0108] For example, when the first level jump component is selected as the current editing object, a second editing control for setting the corresponding game level can be provided. For example, by activating the setting option in the operation panel, a setting interface of the first level jump component is triggered and displayed, and a second editing control is provided in the interface, such as a related option for game level jump, through which the user can set the corresponding game level, and can select from the second game level associated with the first game level, and the second game level selected by the user is the first target game level, thereby setting the first level jump component to correspond to the first target game level.
[0109] Through one or more of the above methods, the user can very conveniently and flexibly edit the game level corresponding to the first level jump control to achieve the desired game level jump relationship.
[0110] In one embodiment, the game level editing method may further include the following steps:
[0111] Displaying a level management interface; the level management interface includes a first jump control corresponding to the first level jump component;
[0112] In response to a trigger instruction for the first jump control, control jump to the first game editing scene, and display the area where the first level jump component in the first game editing scene is located.
[0113] Refer to the above Fig. 6A The level management interface of the first game level shown in the figure can display all the first level jump components, such as serializer 1, serializer 2, and serializer 3, and can provide a corresponding first jump control 602. When the user clicks or long presses the first jump control 602, it triggers the jump from the level management interface to the area where the first level jump component in the first game editing scene is located. For example, the user clicks the first jump control 602 of serializer 1 to trigger the jump to the first game editing scene. Of course, a prompt message can also be presented first to prompt the user that the jump to the first game editing scene is about to occur, and the jump is performed after the user confirms. In the case of jumping to the first game editing scene, refer to Figure 6B As shown, the area where the serializer 1 is located is displayed, and the serializer 1 can be placed in the center of the screen. This makes it easier for users to view the actual situation of the first level jump component in the first game level.
[0114] In one embodiment, when jumping to the first game editing scene, the first level jump component can also be used as the current editing object to facilitate user editing. Figure 6B As shown, after jumping to the first game editing scene, the default serializer 1 is selected, and a second editing control 603 can be provided in the setting interface of the serializer 1. The user can use the second editing control 603 to set the game level corresponding to the serializer 1. If you click on the cover image in the second editing control 603, the display Figure 6C The corresponding level selection interface shown in the figure can display the information of the optional game levels (such as all the second game levels). The user can view more detailed information of the game level through the "View Details" control, and confirm the selection of the game level corresponding to the serializer 1 by clicking the "+" control. The interface will be automatically closed when the game level is selected.
[0115] In one embodiment, referring to the above Figure 6B As shown, in the case of jumping from the level management interface to the first game editing scene, a return control 604 may be displayed, and in response to a trigger instruction of the return control 604, such as when the user clicks the return control 604, the control jumps from the first game editing scene back to the level management interface. In addition, the user may also close the return control 604, such as by clicking a close icon next to the return control 604 to close the return control 604.
[0116] In one embodiment, the game level editing method may further include the following steps:
[0117] The level management interface is displayed; the level management interface includes introduction information of the game level currently corresponding to the first level jump component.
[0118] Refer to the above Fig. 6A The level management interface of the first game level shown can display the introduction information of the game level currently corresponding to the first level jump component in the first editing control 601, such as displaying the introduction information of the game level currently corresponding to the serializer 1 in the first editing control 601 of the serializer 1. The introduction information includes but is not limited to the name of the game level, the cover image, etc. Of course, the introduction information of the game level can also be displayed in other locations, such as displaying it in an area outside the first editing control 601, or clicking the view control 605 in the first editing control 601 to display more detailed game level introduction information through a pop-up window or the like. This makes it easy for users to see the jump relationship of the game level from the level management interface.
[0119] In one embodiment, a second level jump component is provided in the second game level, and the second level jump component corresponds to the second target game level. Accordingly, the game level editing method may further include the following steps:
[0120] During the game running phase, in response to the virtual character triggering the second level jump component in the second game level, control is performed to jump from the second game level to the second target game level.
[0121] That is to say, the second game level can also achieve a jump to the second target game level through the second level jump component. The second target game level can be the first game level or other game levels. The present disclosure does not limit this. Exemplarily, before setting the second game level to be associated with the first game level in the first game editing scene, the user can edit the second game map, set the second level jump component in the second game map (equivalent to setting the second level jump component in the second game level), and set the second level jump component to correspond to the second target game level, which can be one of the other game levels associated with the second game level (such as a subordinate game level of the second game level).
[0122] Ways in which the virtual character triggers the second level jump component in the second game level may include: the virtual character contacts the second level jump component, or the virtual character enters the triggering range of the second level jump component, or the virtual character performs a preset action on the second level jump component, etc.
[0123] In addition, referring to the above-mentioned method of jumping from the first game level to the first target game level, different jumping mechanisms may be used in the single-player game mode and the multiplayer game mode.
[0124] In one embodiment, the game level editing method may further include the following steps:
[0125] Display the level management interface; the level management interface includes at least one of the following controls or information:
[0126] The editing control of the second level jump component is used to edit the second level jump component;
[0127] A second jump control corresponding to the second level jump component is used to trigger a jump to a second game editing scene corresponding to the second game level, and to display an area where the second level jump component is located in the second game editing scene;
[0128] The second level jump component currently corresponds to the introduction information of the game level.
[0129] Among them, in the level management interface of the first game level, in addition to managing the level jump relationship of the first game level, the level jump relationship of the second game level can also be managed. Fig. 6A The level management interface of the first game level shown in the figure, the game level column on the left lists the first game level and all the second game levels. If the user selects the game level B, then refer to Fig.6D As shown, the information of the second level jump component in the game level B is displayed in the level management interface. The interface can display the introduction information of the game level currently corresponding to the second level jump component. The interface can provide an editing control 606 for the second level jump component, and its function can refer to the first editing control of the first level jump component mentioned above. For example, when the user clicks the cover image in the editing control 606, the game level corresponding to the second level jump component can be set or changed (the game level can be selected from the first game level and all the second game levels). The interface can provide a second jump control 607 corresponding to the second level jump component, and its function can refer to the first jump control corresponding to the first level jump component mentioned above. For example, when the user clicks the second jump control 607, a prompt message is presented. After the user confirms, the second game editing scene corresponding to the second game level is triggered from the level management interface, and the area where the second level jump component is located in the second game editing scene is displayed. Among them, the second game editing scene can be a scene formed by loading the second game map in the editing mode, which is used to edit the second game map (equivalent to editing the second game level).
[0130] In one embodiment, the game level editing method may further include the following steps:
[0131] The level information interface is displayed; the level information interface includes introduction information of the first game level and introduction information of the second game level.
[0132] The level information interface of the first game level may display introduction information of all game levels in the game level combination, including introduction information of the first game level and introduction information of the second game level. Figure 7 A schematic diagram of the level information interface of the first game level is shown. Fig. 6A or Fig.6D The level management interface shown in the figure shows that when you select "Level Overview" on the leftmost tab, Figure 7 The level information interface shown. The level information interface includes the introduction information of the first game level and the introduction information of all the second game levels, and the introduction information includes but is not limited to the cover image, name, level description, creation time, last edit time, etc. For example, if the user selects the first game level, the introduction information of the first game level will be displayed in the game level information column on the right, and if the user selects the second game level, the introduction information of the second game level will be displayed in the game level information column on the right. In this way, the user can conveniently view the introduction information of the first game level or each second game level in the level information interface.
[0133] In one embodiment, the game level editing method may further include the following steps:
[0134] In response to the introduction information editing instruction in the level information interface, the introduction information of the first game level or the introduction information of the second game level is edited.
[0135] In the level information interface, the user can edit the introduction information of the first game level in the game level information column on the right when the first game level is selected, and can edit the introduction information of the second game level in the game level information column on the right when the second game level is selected. Figure 7 As shown, the user selects game level B, and the game level information bar on the right displays the introduction information of game level B, which the user can edit.
[0136] In addition, some of the introduction information can be set to allow editing, while others cannot. For example, the creation time and last editing time of the first game level or the second game level are automatically determined by the program, and the user is not allowed to manually change the time. The cover image and level description of the first game level or the second game level can be manually changed by the user, and a cover image editing control can be provided. When the user clicks the control, the user enters the corresponding game level and can move and adjust the camera to shoot a new cover image.
[0137] In one embodiment, the game level editing method may further include the following steps:
[0138] Displaying a level information interface; the level information interface includes a third jump control corresponding to the second game level;
[0139] In response to the triggering instruction of the third jump control, control jumps to the second game editing scene corresponding to the second game level.
[0140] For example, refer to the above Figure 7 As shown, when game level B is selected (game level B is the second game level), the game level information bar on the right displays the introduction information of game level B, and provides a third jump control (such as an "edit level" control). When the user clicks or long presses the control, it triggers jumping from the level information interface to the second game editing scene corresponding to game level B. Further, in response to the editing instruction in the second game editing scene, the second game level is edited. In this way, it is convenient to edit and switch between different game levels in the game level combination, thereby improving editing efficiency.
[0141] In addition, the level information interface can also provide level management jump controls (such as Figure 7 In the "Level Management" control in the game), in response to the trigger instruction of the level management jump control, control the jump to the level management interface. And the game level selected before the jump can be kept selected. For example, Figure 7It shows that game level B is selected. If the user clicks the "level management" control, the user will be redirected to the level management interface and game level B will be selected by default, so that the user can easily edit and manage the second level jump component of game level B.
[0142] In one embodiment, the game level editing method may further include the following steps:
[0143] A level icon for the first game level is displayed; the level icon indicates the number of second game levels associated with the first game level.
[0144] The level icon of the first game level can be displayed at any position in any editing interface related to the first game level. Exemplarily, the level icon can be displayed on a control for generating a level editing trigger instruction. The level icon can be displayed in a form of a number, etc., to indicate the number of second game levels associated with the first game level. For example, if three associated second game levels have been added to the first game level (i.e., the game level combination includes the first game level and three second game levels), a level icon with the number "3" can be displayed. In this way, the user can very intuitively see the association between the first game level and other game levels.
[0145] Through the above various implementation methods, a complete editing solution for continuous game levels is provided, which improves the user editing efficiency and is conducive to improving the diversity of game levels.
[0146] The exemplary embodiment of the present disclosure also provides a game level editing device. Figure 8 As shown, the game level editing device 800 may include the following program modules:
[0147] The game editing scene display module 810 is configured to load the first game map to display the corresponding first game editing scene in the graphical user interface during the game editing stage;
[0148] The level editing processing module 820 is configured to respond to a first editing instruction in the first game editing scene, and associate at least one second game level to the first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level;
[0149] The game level running module 830 is configured to run the first game level according to the first level configuration information of the first game level during the game running stage; in response to triggering a preset condition in the first game level, control jumping from the first game level to the second game level, and run the second game level according to the second level configuration information of the second game level.
[0150] In one embodiment, a first level jump component is provided in the first game level, and the first level jump component corresponds to a first target game level; the first target game level is a game level in the second game level; and in response to triggering a preset condition in the first game level, controlling the jump from the first game level to the second game level includes: in response to a virtual character triggering the first level jump component in the first game level, controlling the jump from the first game level to the first target game level.
[0151] In one implementation, the game level editing device 800 is further configured to: in response to a second editing instruction, set the first level jump component to correspond to the first target game level.
[0152] In one embodiment, responding to the second editing instruction and setting the first level jump component to correspond to the first target game level includes at least one of the following methods: displaying a level management interface; the level management interface includes a first editing control for the first level jump component; responding to an editing instruction for the first editing control and setting the first level jump component to correspond to the first target game level; responding to an editing instruction for the first level jump component in the first game editing scene and setting the first level jump component to correspond to the first target game level.
[0153] In one embodiment, in response to an editing instruction for the first level jump component in the first game editing scene, setting the first level jump component to correspond to the first target game level includes: providing a second editing control for the first level jump component when the first level jump component is a current editing object; and in response to an editing instruction for the second editing control, setting the first level jump component to correspond to the first target game level.
[0154] In one embodiment, the game level editing device 800 is further configured to: display a level management interface; the level management interface includes a first jump control corresponding to the first level jump component; respond to a trigger instruction for the first jump control, control the jump to the first game editing scene, and display the area where the first level jump component is located in the first game editing scene.
[0155] In one implementation, the game level editing device 800 is further configured to: display a level management interface; the level management interface includes introduction information of the game level currently corresponding to the first level jump component.
[0156] In one embodiment, the game level editing apparatus 800 is further configured to generate a first level jump component in the first game level in response to a component generation instruction in the first game editing scene.
[0157] In one embodiment, the responding virtual character triggers the first level jump component in the first game level to control the jump from the first game level to the first target game level, including: in a single-player game mode, the responding virtual character triggers the first level jump component in the first game level to control the jump from the first game level to the first target game level.
[0158] In one embodiment, the response to triggering a preset condition in the first game level controls the jump from the first game level to the second game level, and also includes: in a multiplayer game mode, responding to a virtual character triggering the first level jump component in the first game level, and controlling the jump from the first game level to the second game level when the number of people who agree to jump the level reaches a preset value.
[0159] In one embodiment, a second level jump component is provided in the second game level, and the second level jump component corresponds to the second target game level; the game level editing device 800 is further configured to: during the game running stage, in response to the virtual character triggering the second level jump component in the second game level, control the jump from the second game level to the second target game level.
[0160] In one embodiment, the game level editing device 800 is also configured to: display a level management interface; the level management interface includes at least one of the following controls or information: an editing control of the second level jump component, used to edit the second level jump component; a second jump control corresponding to the second level jump component, used to trigger a jump to a second game editing scene corresponding to the second game level, and display the area where the second level jump component is located in the second game editing scene; introduction information of the game level currently corresponding to the second level jump component.
[0161] In one embodiment, responding to a first editing instruction in the first game editing scene and associating at least one second game level to a first game level corresponding to the first game map according to the first editing instruction includes: responding to a level editing trigger instruction in the first game editing scene to display a level editing interface; responding to a level adding instruction in the level editing interface to create a new second game level or determine a second game level according to an existing game map, and associating the second game level to the first game level corresponding to the first game map.
[0162] In one embodiment, the game level editing device 800 is further configured to: display a level information interface; the level information interface includes a third jump control corresponding to the second game level; and respond to a trigger instruction of the third jump control to control the jump to the second game editing scene corresponding to the second game level.
[0163] In one implementation, the game level editing device 800 is further configured to: display a level information interface; the level information interface includes introduction information of the first game level and introduction information of the second game level.
[0164] In one embodiment, the game level editing device 800 is further configured to: in response to an introduction information editing instruction in the level information interface, edit the introduction information of the first game level or the introduction information of the second game level.
[0165] In one implementation, the game level editing device 800 is further configured to: display a level icon of the first game level; the level icon indicates the number of the second game levels associated with the first game level.
[0166] In one implementation, the game level editing device 800 is further configured to: determine the second level configuration information according to the first level configuration information when the second game level is associated with the first game level.
[0167] In one embodiment, determining the second level configuration information according to the first level configuration information includes: determining global level configuration information according to the first level configuration information; and determining the second level configuration information according to the global level configuration information and local level configuration information of the second game level.
[0168] In one embodiment, the game level editing device 800 is further configured to: when forming the game level combination, add the second map data of the second game map corresponding to the second game level to the first map data of the first game map to form the combination data of the game level combination; in the game running stage, present any one or more game levels in the game level combination by loading the combination data.
[0169] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0170] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0171] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and the computer program implements the above method when executed by a processor.
[0172] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0173] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0174] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0175] The computer program may be carried or transmitted by electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device may convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is running on the electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device may execute) the method steps of various exemplary embodiments of the present disclosure, such as the following steps: Step S210, in the game editing stage, load the first game map to display the corresponding first game editing scene in the graphical user interface; Step S220, in response to the first editing instruction in the first game editing scene, associate at least one second game level to the first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level; Step S230, in the game running stage, run the first game level according to the first level configuration information of the first game level; Step S240, in response to triggering a preset condition in the first game level, control the jump from the first game level to the second game level, and run the second game level according to the second level configuration information of the second game level.
[0176] By implementing the above method steps through a computer program, an editing solution for continuous game levels is provided, which breaks through the limitation of related technologies that only independent game levels can be edited, is conducive to improving the diversity of game level types and gameplay, and does not need to integrate multiple game levels into one scene for editing. The information of the game map can be reused, which is conducive to simplifying the editing process and improving editing efficiency.
[0177] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions.
[0178] In one embodiment, the electronic device may further include a display for displaying a graphical user interface.
[0179] Reference below Fig. 9 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig. 9 The electronic device 900 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0180] like Fig. 9 As shown, the electronic device 900 may include: a processor 910 , a memory 920 , a bus 930 , an I / O (input / output) interface 940 , a network adapter 950 , and a display 960 .
[0181] The memory 920 may include a volatile memory, such as a RAM 921, a cache unit 922, and may also include a non-volatile memory, such as a ROM 923. The memory 920 may also include one or more program modules 924, such program modules 924 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 924 may include each module in the above-mentioned device.
[0182] The processor 910 may include one or more processing units. For example, the processor 910 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.
[0183] The processor 910 can be used to execute executable instructions stored in the memory 920, such as performing the following steps: step S210, in the game editing stage, loading the first game map to display the corresponding first game editing scene in the graphical user interface; step S220, in response to the first editing instruction in the first game editing scene, associating at least one second game level to the first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level; step S230, in the game running stage, running the first game level according to the first level configuration information of the first game level; step S240, in response to triggering a preset condition in the first game level, controlling the jump from the first game level to the second game level, and running the second game level according to the second level configuration information of the second game level.
[0184] By executing the above method steps through processor 910, an editing solution for continuous game levels is provided, which breaks through the limitation of related technologies that only independent game levels can be edited, is conducive to improving the diversity of game level types and gameplay, and does not need to integrate multiple game levels into one scene for editing. The information of the game map can be reused, which is conducive to simplifying the editing process and improving editing efficiency.
[0185] The bus 930 is used to realize the connection between different components of the electronic device 900, and may include a data bus, an address bus, and a control bus.
[0186] The electronic device 900 can communicate with one or more external devices 1000 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 940 .
[0187] The electronic device 900 can communicate with one or more networks through the network adapter 950. For example, the network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 950 can communicate with other modules of the electronic device 900 through the bus 930.
[0188] The electronic device 900 may display a graphical user interface through the display 960 , such as displaying a first game editing scene.
[0189] although Fig. 9 Not shown, other hardware and / or software modules may also be provided in the electronic device 900, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0190] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0191] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A game level editing method, characterized in that: The method comprises: In the game editing stage, a first game map is loaded to display a corresponding first game editing scene in a graphical user interface; In response to a first editing instruction in the first game editing scene, at least one second game level is associated with the first game level corresponding to the first game map according to the first editing instruction to form a game level combination including the first game level and the second game level; In the game running phase, running the first game level according to the first level configuration information of the first game level; In response to triggering a preset condition in the first game level, controlling a jump from the first game level to the second game level, and running the second game level according to second level configuration information of the second game level.
2. The method according to claim 1, characterized in that A first level jump component is provided in the first game level, and the first level jump component corresponds to a first target game level; the first target game level is a game level in the second game level; In response to triggering a preset condition in the first game level, controlling a jump from the first game level to the second game level includes: In response to the virtual character triggering the first level jump component in the first game level, control is performed to jump from the first game level to the first target game level.
3. The method according to claim 2, characterized in that The method further comprises: In response to the second editing instruction, the first level jump component is set to correspond to the first target game level.
4. The method according to claim 3, characterized in that The step of responding to the second editing instruction and setting the first level jump component to correspond to the first target game level includes at least one of the following methods: displaying a level management interface; the level management interface comprising a first editing control of the first level jump component; and responding to an editing instruction for the first editing control, setting the first level jump component to correspond to the first target game level; In response to an editing instruction for the first level jump component in the first game editing scene, the first level jump component is set to correspond to the first target game level.
5. The method according to claim 4, characterized in that The step of responding to an editing instruction for the first level jump component in the first game editing scene and setting the first level jump component to correspond to the first target game level includes: In a case where the first level jump component is a current editing object, providing a second editing control of the first level jump component; In response to an editing instruction for the second editing control, the first level jump component is set to correspond to the first target game level.
6. The method according to claim 2, characterized in that The method further comprises: Displaying a level management interface; the level management interface includes a first jump control corresponding to the first level jump component; In response to a trigger instruction for the first jump control, control jump to the first game editing scene, and display the area where the first level jump component in the first game editing scene is located.
7. The method according to claim 2, characterized in that The method further comprises: The level management interface is displayed; the level management interface includes introduction information of the game level currently corresponding to the first level jump component.
8. The method according to claim 2, characterized in that: The method further comprises: In response to a component generation instruction in the first game editing scene, a first level jump component is generated in the first game level.
9. The method according to claim 2, characterized in that: The responding virtual character triggers the first level jump component in the first game level to control the jump from the first game level to the first target game level, including: In the single-player game mode, in response to the virtual character triggering the first level jump component in the first game level, control is performed to jump from the first game level to the first target game level.
10. The method according to claim 9, characterized in that The step of controlling the jump from the first game level to the second game level in response to triggering a preset condition in the first game level also includes: In a multiplayer game mode, in response to a virtual character triggering the first level jump component in the first game level, when the number of people who agree to jump to the level reaches a preset value, control is performed to jump from the first game level to the second game level.
11. The method according to claim 1, characterized in that A second level jump component is provided in the second game level, and the second level jump component corresponds to a second target game level; The method further comprises: During the game running phase, in response to the virtual character triggering the second level jump component in the second game level, control is performed to jump from the second game level to the second target game level.
12. The method according to claim 11, characterized in that The method further comprises: Display the level management interface; the level management interface includes at least one of the following controls or information: The editing control of the second level jump component is used to edit the second level jump component; The second jump control corresponding to the second level jump component is used to trigger jumping to the second game editing scene corresponding to the second game level, and display the area where the second level jump component is located in the second game editing scene; The introduction information of the game level currently corresponding to the second level jump component.
13. The method according to claim 1, characterized in that The step of responding to the first editing instruction in the first game editing scene and associating at least one second game level to the first game level corresponding to the first game map according to the first editing instruction includes: In response to a level editing trigger instruction in the first game editing scene, displaying a level editing interface; In response to a level adding instruction in the level editing interface, a new second game level is created or a second game level is determined according to an existing game map, and the second game level is associated with the first game level corresponding to the first game map.
14. The method according to claim 1, characterized in that The method further comprises: Displaying a level information interface; the level information interface includes a third jump control corresponding to the second game level; In response to a trigger instruction of the third jump control, control is performed to jump to a second game editing scene corresponding to the second game level.
15. The method according to claim 1, characterized in that The method further comprises: Displaying a level information interface; the level information interface includes introduction information of the first game level and introduction information of the second game level.
16. The method according to claim 15, characterized in that The method further comprises: In response to the introduction information editing instruction in the level information interface, the introduction information of the first game level or the introduction information of the second game level is edited.
17. The method according to claim 1, characterized in that The method further comprises: A level icon of the first game level is displayed; the level icon indicates the number of the second game levels associated with the first game level.
18. The method according to claim 1, characterized in that In case of associating the second game level to the first game level, the method further comprises: The second level configuration information is determined according to the first level configuration information.
19. The method according to claim 18, characterized in that The determining the second level configuration information according to the first level configuration information includes: Determine global level configuration information according to the first level configuration information; The second level configuration information is determined according to the global level configuration information and the local level configuration information of the second game level.
20. The method according to claim 1, characterized in that In the case of forming the game level combination, the method further comprises: adding the second map data of the second game map corresponding to the second game level to the first map data of the first game map to form the combined data of the game level combination; During the game running phase, any one or more game levels in the game level combination are presented by loading the combination data.
21. A game level editing device, characterized in that: The device comprises: A game editing scene display module is configured to load a first game map to display a corresponding first game editing scene in a graphical user interface during a game editing phase; a level editing processing module, configured to respond to a first editing instruction in the first game editing scene, and associate at least one second game level to the first game level corresponding to the first game map according to the first editing instruction, so as to form a game level combination including the first game level and the second game level; The game level running module is configured to run the first game level according to the first level configuration information of the first game level during the game running stage; in response to triggering a preset condition in the first game level, control jumping from the first game level to the second game level, and run the second game level according to the second level configuration information of the second game level.
22. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 20 is implemented.
23. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 20 by executing the executable instructions.
Citation Information
Cited By
Game task process editing system, method, equipment and medium
CN120939559A