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

By introducing the concepts of graphical programming interface and programming graphics in the game UGC editor, users can generate and edit programming graphics in the graphical user interface, solving the problem of high editing complexity in the existing technology, and achieving a more efficient editing process and better logical readability.

CN119792944APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510033027.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-08
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

In the existing game UGC editor, users need to edit complex event status judgment logic for game instructions, resulting in high editing complexity and affecting efficiency.

Method used

A game editing method is provided. By displaying a graphical programming interface in a graphical user interface, the user can generate and edit programming graphics to realize the program logical relationship of triggering the second game instruction by the to-called execution state of the first game instruction.

Benefits of technology

It simplifies the editing process, reduces the editing complexity and the content complexity of programming graphics, improves editing efficiency, and displays logical dependencies through intuitive graphic association relationships, reduces editing errors and improves editing quality.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game editing method, a game editing device, a program product and electronic equipment, and relates to the technical field of computers and games. The method comprises the following steps: in a game editing stage, displaying a graphical programming interface in a graphical user interface; the graphical programming interface provides a programming graphical control; in response to a first editing instruction for a first programming graphic control in the programming graphic controls, generating a first programming graph in the graphic programming interface; the first programming graph is used for executing a first game instruction, and the first game instruction has at least one execution state; in response to the second editing instruction, creating a second programming graph corresponding to the to-be-called execution state; the second programming graph and the first programming graph have a preset graph association relationship; in the game running stage, the first game instruction is executed, and in response to the to-be-called execution state, a second game instruction associated with the second programming graph is executed. The editing complexity is reduced, and the editing efficiency is improved.
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Description

Technical Field

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

[0002] With the development of computer technology, some games provide UGC (User Generated Content) editors, allowing users to customize game maps or gameplay. In related technologies, in order to achieve the effect of triggering game commands by game event states, users need to edit relatively complex event state judgment logic for the game commands, which has high editing complexity and affects editing efficiency. Summary of the invention

[0003] The present disclosure provides a game editing method, a game editing device, a computer program product and an electronic device, so as to at least to some extent solve the problem of high editing complexity in the related art.

[0004] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: in a game editing stage, displaying a graphical programming interface in a graphical user interface; the graphical programming interface provides a programming graphic control; in response to a first editing instruction for a first programming graphic control in the programming graphic control, generating a first programming graphic in the graphical programming interface; the first programming graphic is used to execute a corresponding first game instruction, the first game instruction having at least one execution state; in response to a second editing instruction, creating a second programming graphic corresponding to an execution state to be called; the second programming graphic has a preset graphic association relationship with the first programming graphic; the execution state to be called is an execution state among the at least one execution state; in a game running stage, executing the first game instruction, and in response to reaching the execution state to be called, executing a second game instruction associated with the second programming graphic.

[0005] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: a programming interface display module, configured to display a graphical programming interface in a graphical user interface during a game editing stage; the graphical programming interface provides a programming graphic control; a first programming graphic generation module, configured to generate a first programming graphic in the graphical programming interface in response to a first editing instruction for a first programming graphic control in the programming graphic control; the first programming graphic is used to execute a first game instruction, the first game instruction having at least one execution state; a second programming graphic generation module, configured to create a second programming graphic corresponding to an execution state to be called in response to a second editing instruction; the second programming graphic has a preset graphic association relationship with the first programming graphic; the execution state to be called is an execution state among the at least one execution state; a game instruction execution module, configured to execute the first game instruction during a game running stage, and execute a second game instruction associated with the second programming graphic in response to reaching the execution state to be called.

[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] Provided is a method for implementing state-triggered game instructions in a game UGC editor, allowing the user to edit and generate a second programming graphic with a preset graphic association relationship with the first programming graphic based on the first programming graphic, and realize the program logic relationship of the second game instruction being triggered by the to-be-called execution state of the first game instruction through the preset graphic association relationship between the two. There is no need for the user to edit the more complex event state judgment logic, thereby simplifying the editing process, reducing the editing complexity and the content complexity of the programming graphics, and improving the editing efficiency. In addition, the logical dependency relationship between the first game instruction and the second game instruction is displayed in an intuitive manner through the preset graphic association relationship, which improves the readability of the content of the programming graphics, facilitates the user to understand the logical dependency relationship, and helps to reduce editing errors, such as reducing the situation where the user sets incorrect parameters when editing the event state judgment logic, thereby improving the editing quality. BRIEF DESCRIPTION OF THE DRAWINGS

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

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

[0012] Figure 3 A schematic diagram showing a graphical programming interface and a programming graphical control in this exemplary embodiment;

[0013] Figure 4 A flowchart for generating a second programming graph in this exemplary embodiment is shown;

[0014] Figure 5A A schematic diagram showing a graphical programming interface and a first programming graph in this exemplary embodiment;

[0015] Figure 5B A schematic diagram showing a calling setting interface in this exemplary embodiment;

[0016] Figure 5C A schematic diagram showing a process of changing into a second shape and generating a second programming graph in this exemplary embodiment;

[0017] Figure 5D A schematic diagram showing another method of changing into a second shape and generating a second programming graph in this exemplary embodiment;

[0018] Figure 5E A schematic diagram showing a method of generating a fourth programming graph in this exemplary embodiment;

[0019] Figure 6 A flowchart of creating a third programming graphic and executing a third game instruction in this exemplary embodiment is shown;

[0020] Figure 7 A schematic diagram showing the structure of a game editing device in this exemplary embodiment;

[0021] Figure 8 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0022] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0023] 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.

[0024] In the game's UGC editor, in order to achieve the effect of triggering a game instruction by the game event status, the user needs to edit a relatively complex event status judgment logic for the game instruction. For example, if you want to execute action B when game event A is completed, in addition to editing game event A, you also need to edit the state judgment logic for game event A in action B, which is very complex. In addition, the edited action B has more content, a complex structure, and low readability, which is difficult for users to understand. This affects editing efficiency.

[0025] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game editing method.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] Figure 2 The schematic flow of the game editing method is shown, which may include the following steps:

[0032] Step S210, in the game editing stage, displaying a graphical programming interface in a graphical user interface; the graphical programming interface provides programming graphic controls;

[0033] Step S220, in response to a first editing instruction for a first programming graphic control in the programming graphic control, generating a first programming graphic in the graphical programming interface; the first programming graphic is used to execute a first game instruction, and the first game instruction has at least one execution state;

[0034] Step S230, in response to the second editing instruction, creating a second programming graph corresponding to the execution state to be called; the second programming graph has a preset graph association relationship with the first programming graph; the execution state to be called is an execution state in the at least one execution state;

[0035] Step S240, during the game running phase, executing the first game instruction, and in response to reaching the pending execution state, executing the second game instruction associated with the second programming graphic.

[0036] based on Figure 2 The method shown provides an editing method for realizing state-triggered game instructions in a game UGC editor, allowing the user to edit and generate a second programming graphic having a preset graphic association relationship with the first programming graphic based on the first programming graphic, and realize the program logic relationship of the second game instruction being triggered by the waiting execution state of the first game instruction through the preset graphic association relationship between the two. There is no need for the user to edit the more complex event state judgment logic, thereby simplifying the editing process, reducing the editing complexity and the content complexity of the programming graphics, and improving the editing efficiency. In addition, the logical dependency relationship between the first game instruction and the second game instruction is displayed in an intuitive way through the preset graphic association relationship, which improves the content readability of the programming graphics, facilitates the user to understand the logical dependency relationship, and is conducive to reducing editing errors, such as reducing the situation where the user sets incorrect parameters when editing the event state judgment logic, thereby improving the editing quality.

[0037] Below Figure 2 Provide detailed instructions for each step.

[0038] refer to Figure 2 In step S210, during the game editing stage, a graphical programming interface is displayed in a graphical user interface; the graphical programming interface provides programming graphic controls.

[0039] 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 the game map and other contents; 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 map.

[0040] 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.

[0041] The graphical programming interface is an interface for editing game logic through programming graphics. The graphical programming interface provides programming graphic controls, and the programming graphic controls are configured to generate corresponding programming graphics in the graphical programming interface in response to trigger instructions. Figure 3 Figure 1 shows a schematic diagram of the graphical programming interface. Figure 3 As shown, the graphical programming interface can provide corresponding programming graphic controls 301 according to different categories such as events, actions, controls, conditions, values, variables, etc., and each category can provide more subdivided programming graphic controls 301, such as providing programming graphic controls 301 for different events such as "game initialization", "game end", "timer expiration", "receiving custom events", "specified component is clicked" under the event category. The user can drag the programming graphic control 301 to the graphical programming interface, and the dragging operation generates a trigger instruction, and generates a programming graphic corresponding to the programming graphic control 301 in the graphical programming interface, such as the user drags the programming graphic control 301 of "game initialization" to the graphical programming interface, triggering the generation of the programming graphic of "game initialization". Of course, the trigger instruction can also be realized by other operation modes, such as clicking the programming graphic control 301, and then clicking a certain position in the graphical programming interface, triggering the generation of the corresponding programming graphic at that position.

[0042] Developers can configure corresponding codes for programming graphic controls in advance. For example, for event-type programming graphic controls, the code can be a statement describing the event, for action-type programming graphic controls, the code can be a command function, for condition-type programming graphic controls, the code can be a conditional statement, etc. In addition, visualization information can be configured in advance for programming graphic controls. The visualization information includes the shape and color of the programming graphics, as well as text, symbols, and other information used to describe the code logic. In this case, the programming graphics generated by the programming graphic controls have the visualization information of the programming graphic controls and the corresponding code configured by the programming graphic controls, which is convenient for users to edit.

[0043] Exemplarily, the programming graphic control and the programming graphic can be in the form of building blocks. Building blocks are a kind of physical object that can be spliced. The programming graphic control and the programming graphic are represented in the form of building blocks, which is easy for users to understand. Different programming graphics can be spliced ​​with each other to form various game logics.

[0044] Different types of programming graphics can have different shapes or colors. Users can combine programming graphics in the graphical programming interface. Programming graphics with matching shapes can be spliced ​​to ensure the rationality of the code sequence. Visual information such as text in the programming graphics makes it easier for users to understand the logic of the combined programming graphics. The program combines the codes corresponding to the programming graphics according to the combination of programming graphics to form a section of code that can implement the game logic. It can be seen that the graphical programming interface provides a graphical programming method. Users can edit the game logic through a visual graphic combination method. Users do not need to master professional computer programming knowledge, which greatly reduces the threshold and difficulty of programming.

[0045] Continue to refer Figure 2 In step S220, in response to a first editing instruction for a first programming graphic control in a programming graphic control, a first programming graphic is generated in a graphical programming interface; the first programming graphic is used to execute a first game instruction, and the first game instruction has at least one execution state.

[0046] Among them, the first programming graphic control is a programming graphic control that can be used to generate a programming graphic corresponding to a programming graphic that supports callbacks, and accordingly, the first programming graphic is a programming graphic that supports callbacks. Exemplarily, some programming graphics under the "action" category support callbacks, and the user can generate the first programming graphic through the corresponding programming graphic control under the "action" category. The first editing instruction is an instruction for generating the first programming graphic, such as an operation instruction in which the user drags the first programming graphic control to the graphical programming interface, which can trigger the generation of the first programming graphic in the graphical programming interface.

[0047] The first programming graphic is used to execute the first game instruction, that is, at the program level, the first programming graphic corresponds to the code of the first game instruction. The first game instruction refers to the behavior, action instruction, etc. during the game operation. The first game instruction can be an instruction to make the scene component A move in a straight line. The first game instruction has at least one execution state. For example, if the first game instruction is regarded as a game event, its execution state may include an event start state, an event end state, an event interrupt state, etc. In this exemplary embodiment, the meaning of supporting callbacks means that the execution state of the first game instruction corresponding to the first programming graphic can be called by other game logic (such as other game instructions) in the form of parameters.

[0048] Continue to refer Figure 2In step S230, in response to the second editing instruction, a second programming graph corresponding to the execution state to be called is created; the second programming graph has a preset graphic association relationship with the first programming graph; the execution state to be called is an execution state among the above at least one execution state.

[0049] Wherein, the execution state to be called refers to the execution state in which the state information needs to be called to trigger the execution of a specific game instruction, which can be any one or more execution states of the first game instruction. Correspondingly, the execution state other than the execution state to be called is the non-calling execution state, which refers to the execution state in which the state information does not need to be called. It should be understood that the non-calling execution state can also be called, such as the user can adjust the execution state to be called according to their own needs, and change some execution states that were originally the execution state to be called to the non-calling execution state. The second editing instruction is an instruction for creating a second programming graph. Exemplarily, the user can specify one or more execution states of the first game instruction as the execution state to be called through the second editing instruction, such as providing options corresponding to each execution state, determining the execution state to be called according to the user selection result, and generating the second programming graph corresponding to the execution state to be called when the user confirms the selection.

[0050] The second programming graphic is a programming graphic that indicates calling the execution state to be called. For example, it can be a programming graphic of a control type or a conditional type, indicating the control logic of the game instruction triggered by the execution state to be called, or the conditional logic with the execution state to be called as the trigger condition. The text, symbols and other information included in it can be used to describe the control logic or conditional logic. Exemplarily, the execution state to be called is state A, and the second programming graphic can include text such as "Execute the following actions when state A is reached" to express the logic of the second programming graphic.

[0051] The second programming graphic has a preset graphic association relationship with the first programming graphic. The preset graphic association relationship includes but is not limited to: a graphic splicing relationship, such as the second programming graphic can be spliced ​​at a specific position of the first programming graphic, and the two are consistent in shape; a graphic connection relationship, such as the existence of a connecting line between the first programming graphic and the second programming graphic; a graphic inclusion or affiliation relationship, such as the second programming graphic can be embedded in the first programming graphic and can be regarded as a part of the first programming graphic, or the first programming graphic has an enclosing area and the second programming graphic is within the enclosing area.

[0052] The second programming graphic can be associated with a second game instruction, and the second game instruction can be any game instruction, such as an instruction to control a virtual character, scene component, etc. in the game to perform an action. Exemplarily, the second programming graphic can be connected to other programming graphics (such as the fourth programming graphic below), and the other programming graphics correspond to the second game instruction, such as a programming graphic that describes a specific action instruction statement. The second programming graphic and the other programming graphics are combined to form a game logic that executes the second game instruction when the execution state to be called is reached. Alternatively, the second programming graphic may include a programming graphic corresponding to the second game instruction, that is, the code corresponding to the second programming graphic includes the second game instruction, so that the second programming graphic itself can realize the game logic of executing the second game instruction when the execution state to be called is reached.

[0053] Step S240, during the game running phase, executing the first game instruction, and in response to reaching the pending execution state, executing the second game instruction associated with the second programming graphic.

[0054] During the game running stage, the game logic corresponding to the first programming graph, the second programming graph, etc. edited by the user will take effect, such as executing the first game instruction corresponding to the first programming graph, and executing the second game instruction associated with the second programming graph. Among them, the first game instruction may have a specific trigger condition, and the first game instruction is executed when its trigger condition is met. During the execution of the first game instruction, in response to reaching the waiting execution state, the execution of the second game instruction is triggered. Exemplarily, if the waiting execution state is completed, then in response to the completion of the execution of the first game instruction, the execution of the second game instruction is triggered. In this way, the game logic of triggering the game instruction by the state is very conveniently realized.

[0055] From the program level, the first game instruction corresponding to the first programming graphic is associated with the second game instruction associated with the second programming graphic through the second execution state. Specifically, when the execution of the first game instruction reaches the waiting execution state, the execution of the second game instruction is triggered. From the graphic level, the second programming graphic has a preset graphic association relationship with the first programming graphic. The preset graphic association relationship is a visual presentation of the association relationship at the program level. The user can intuitively see the association relationship between the first programming graphic and the second programming graphic in the graphical programming interface, and it is easier to understand the association between the two at the program level. This is conducive to accurate editing and improving editing efficiency.

[0056] In one embodiment, during the game editing stage, the game editing scene corresponding to the target game map can be displayed in the graphical user interface; in response to the programming trigger instruction in the game editing scene, the graphical programming interface is displayed. Among them, the target game map is the game map currently 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 game editing scene is a scene formed by loading the target game map in the editing mode. In the game editing scene, the user can edit the scene components, scene environment, virtual characters and other contents. In the game editing scene, the user can enter the graphical programming interface through the programming trigger instruction, such as providing a graphical programming option in the relevant setting interface of the game editing scene, and the user clicks the option to trigger the display of the graphical programming interface. The game logic such as the first game instruction and the second game instruction edited in the graphical programming interface can take effect for the target game map, that is, in the game running scene corresponding to the target game map. Of course, these game logics can also be reused to other game maps by sharing and other means.

[0057] The following is a further exemplary description of how to create a second programming graph in the graphical programming interface.

[0058] In one embodiment, reference Figure 4 As shown, in response to the second editing instruction, creating a second programming graph corresponding to the execution state to be called may include the following steps S410 and S420:

[0059] Step S410 , in response to a first setting instruction for a first programming graphic, controlling the first programming graphic to be changed from a first shape to a second shape.

[0060] Among them, the first setting instruction can be an instruction to switch the first programming graphic from a non-callback state to a callback state (the non-callback state means that the execution states of the first game instructions corresponding to the first programming graphic do not require callback, and the callback state means that at least one execution state of the first game instructions corresponding to the first programming graphic requires callback), or it can be an instruction to set the execution state to be called.

[0061] The first programming graphic may have at least two shapes: a first shape and a second shape. The specific appearance parameters of the first shape and the second shape may be pre-configured, such as pre-edited by a game developer and configured into an editing function. The first shape and the second shape may be fixed shapes or variable shapes. For example, the first programming graphic may have a plurality of different second shapes, and the matching second shape is determined based on the execution state to be called set for the first programming graphic. Different shapes represent different states of the first programming graphic, such as the first shape represents a non-callback state, and the second shape represents a callback state. In one embodiment, the second shape is a shape that can be mounted to other programming graphics, which means that the first programming graphic of the second shape can be mounted to other programming graphics (such as the second programming graphic) to implement the logic of the callback.

[0062] In one embodiment, a callback switch control for the first programming graphic may be provided, and the control may be located within the first programming graphic, around the first programming graphic, or at other designated locations. For example, the callback switch control may be located within the first programming graphic, and the callback switch control may be displayed when the first programming graphic is displayed; alternatively, the callback switch control may be located at a designated control position in a graphical user interface, and the callback switch control may be displayed when the first programming graphic is selected. The callback switch control may be switched to an on or off state, and when switched to an off state, it indicates that the first programming graphic is in a non-callback state, and when switched to an on state, it indicates that the first programming graphic is in a callback state. The first setting instruction may be a control that switches the callback switch control from an off state to an on state.

[0063] In one embodiment, the first programming graphic includes a first setting control, which can be located in the first programming graphic, around the first programming graphic, or in other specified locations. For example, the first setting control can be located in the first programming graphic, and the first setting control will be displayed when the first programming graphic is displayed, or the first setting control can be located in a specified control position in the graphical user interface, and the first setting control is displayed when the first programming graphic is selected. The first setting control is a control for triggering the setting of the execution state to be called. The above-mentioned generation of the third programming graphic corresponding to the execution state to be called in response to the first setting instruction for the first programming graphic can include the following steps:

[0064] In response to a trigger instruction for the first setting control, displaying an option corresponding to the at least one execution state;

[0065] In response to a selection instruction in the options, the execution state corresponding to the selected target option is used as the execution state to be called, and the first programming graphic is controlled to change from a first shape to a second shape matching the execution state to be called.

[0066] refer to Figure 5AThe graphical programming interface shown includes a first programming graphic 501 of a first shape. The first game instruction corresponding to the first programming graphic 501 is a linear motion instruction. The linear motion instruction includes at least two execution states: "Motion completed" and "Motion interrupted". A first setting control 502 is set in the first programming graphic 501. The user can click or long press the first setting control 502 to trigger the display Figure 5B The call setting interface shown. The call setting interface provides options corresponding to each execution state, among which "Movement completion execution" is the option corresponding to the "Movement completion" state, and "Movement interrupt execution" is the option corresponding to the "Movement interrupt" state. The user can make a selection and determine the execution state to be called by selecting the instruction. If the user selects "Movement completion execution" and confirms, the "Movement completion" state is determined to be the execution state to be called. At this time, the first programming graphic 501 is transformed from the first shape to the second shape that matches the execution state to be called, that is, Figure 5C The first programming graph 501 shown in FIG. 1 is a diagram of a first programming graph 501. If the user selects "Movement Completed Execution" and "Movement Interrupted Execution" and confirms, the two execution states "Movement Completed" and "Movement Interrupted" are determined as the execution states to be called. At this time, the first programming graph 501 is transformed from the first shape to the second shape matching the two execution states to be called, that is, Figure 5D A first programming graphic 501 is shown.

[0067] Step S420, generating a second programming graphic corresponding to the execution state to be called in the first programming graphic of the second shape, and the second programming graphic is configured to control the execution of the game instruction according to the state parameters of the execution state to be called.

[0068] In one embodiment, when the first programming graph is changed to the second shape, if the execution state to be called has been determined (such as the user has selected the execution state to be called in the first setting instruction), a second programming graph corresponding to the execution state to be called is generated in the first programming graph of the second shape. When the first programming graph is changed to the second shape, if the execution state to be called has not been determined (such as the user has not selected the execution state to be called in the first setting instruction, but has only switched the first programming graph to the callback state), in response to determining the execution state to be called, a second programming graph corresponding to the execution state to be called is generated in the first programming graph of the second shape.

[0069] Exemplarily, when the execution state to be called is determined, a second programming graph corresponding to each execution state to be called can be generated. The execution state to be called is information derived from the first game instruction, so the second programming graph can be regarded as a graph derived from the first programming graph, such as a sub-graph of the first programming graph.

[0070] Figure 5CIt is shown that when it is determined that the "motion completed" state is the execution state to be called, a second programming graphic 504 corresponding thereto is generated. Figure 5D It is shown that when the two execution states "Motion Completed" and "Motion Interrupted" are determined as the execution states to be called, two corresponding second programming graphics 504 are generated. It can be seen that the second programming graphics 504 are located in the first programming graphics 501 of the second shape.

[0071] In one embodiment, the above-mentioned creation of the second programming graph corresponding to the execution state to be called may include: creating the second programming graph corresponding to the execution state to be called within the enclosing area of ​​the first programming graph. The enclosing area is an area surrounded by at least two sub-graphs in the first programming graph, and the sub-graphs refer to different parts of the first programming graph. The enclosing area may not be a fully enclosed area, that is, it may be a partially enclosed or partially closed area, for example, Figure 5C or Figure 5D As shown, the dotted area is the enclosed area of ​​the first programming graphic 501 of the second shape. Exemplarily, in response to the first setting instruction, the first programming graphic 501 is changed from the first shape to the second shape, and a second programming graphic 504 corresponding to the execution state to be called is generated in the enclosed area of ​​the first programming graphic 501 of the second shape, so that the second programming graphic 504 is better reflected as being attached to the first programming graphic 501, making it easier for users to understand the relationship between the two.

[0072] In one embodiment, the game editing method may further include the following steps:

[0073] In response to the fourth editing instruction, the fourth programming graph is spliced ​​to the second programming graph corresponding to the second execution state in the execution state to be called.

[0074] The second execution state may be an execution state to be called when editing the fourth programming graph. Figure 5D As shown, multiple execution states to be called can be determined, and multiple corresponding second programming graphics 504 can be generated. In this case, when editing the fourth programming graphic, the user can splice the fourth programming graphic to any second programming graphic 504 corresponding to the execution state to be called, which is equivalent to specifying the execution state to be called as the second execution state. If the user splices the fourth programming graphic in the second programming graphic 504 corresponding to the "movement completed" state, the "movement completed" state is determined to be the second execution state. The fourth editing instruction is an instruction for adding the fourth programming graphic to the second programming graphic. The fourth programming graphic is used to execute the second game instruction. From the above Figure 5C or Figure 5DAs shown, the second programming pattern 504 has a spliceable position, such as a convex or concave shape on the pattern. The fourth programming pattern has a pattern that matches it, so the fourth programming pattern and the second programming pattern 504 can be spliced. Figure 5D Based on the second programming pattern 504 shown in FIG. 1 , a fourth programming pattern 505 is spliced ​​to form Figure 5E The result shown is the splicing of the second programming graph 504 and the fourth programming graph 505 corresponding to the "movement completed" state. The second game instruction corresponding to the fourth programming graph 505 is "execute AA action". After the second programming graph 504 and the fourth programming graph 505 are spliced, it represents a relatively complete game logic of executing the AA action when the movement is completed.

[0075] In one embodiment, in response to the fourth editing instruction, splicing the fourth programming graph to the second programming graph corresponding to the second execution state in the execution state to be called may include the following steps:

[0076] In response to a fourth editing instruction for a second programming graphic control in the programming graphic control, a fourth programming graphic corresponding to the second programming graphic control is generated at a splicable position of the second programming graphic corresponding to the second execution state.

[0077] Among them, the second programming graphic control is a programming graphic control configured with a code of the second game instruction, such as a programming graphic control under the "action" category, and the fourth editing instruction is an instruction to generate a programming graphic using the second programming graphic control. Exemplarily, in response to an instruction to drag the second programming graphic control to a splicable position of the second programming graphic, a fourth programming graphic is generated at the splicable position. Alternatively, in response to a graphic adding instruction for the second programming graphic corresponding to the second execution state and a selection instruction for the second programming graphic control, a fourth programming graphic is generated at a splicable position of the second programming graphic. For example, a graphic adding control is provided in or around the second programming graphic, and in response to a triggering instruction for the graphic adding control, a plurality of programming graphic controls are displayed, and in response to a selection instruction for the second programming graphic control therein, a fourth programming graphic is generated at a splicable position of the second programming graphic. In this way, the user can choose to use the second programming graphic control according to the needs, and specify the generation position of the fourth programming graphic by dragging operations, operations on the graphic adding control, etc., so that it is spliced ​​in a specific second programming graphic, thereby determining the second execution state called by the fourth programming graphic, and the operation method is very flexible.

[0078] In one implementation, the fourth programming graphic may be a programming graphic that already exists in the graphical programming interface, and the user may move the fourth programming graphic to a splicable position of the second programming graphic to achieve splicing of the two.

[0079] After the second programming graphic corresponding to the second execution state is spliced ​​with the fourth programming graphic, the combination of the two corresponds to a relatively complete game logic, indicating that when the second execution state is met, the second game instruction corresponding to the fourth programming graphic is executed.

[0080] It should be understood that multiple fourth programming graphics can be spliced ​​in a second programming graphic corresponding to a second execution state, such as splicing multiple "action" programming graphics, indicating that the second execution state can trigger the execution of multiple actions, thereby conveniently realizing multiple game logics.

[0081] In one embodiment, in response to reaching the waiting execution state, executing the second game instruction associated with the second programming graphic may include the following steps:

[0082] In response to reaching the second execution state, the second game instruction corresponding to the fourth programming graphic is executed.

[0083] For example, refer to Figure 5E The fourth programming graphic 505 shown and the second programming graphic 504 spliced ​​therewith, the "movement completed" state is the second execution state. During the game running stage, in response to the completion of the linear motion of the block S1, the second game instruction corresponding to the fourth programming graphic 505 is executed, that is, the AA action is executed.

[0084] In one embodiment, in response to a second setting instruction for the first programming graph, the second execution state is determined in the above execution state, for example, in response to a trigger instruction for the first setting control, options corresponding to each execution state are provided, and in response to a selection instruction in these options, the second execution state is determined, and a second programming graph corresponding to the second execution state can be generated, or the second programming graph corresponding to the second execution state can be not generated first. In response to a fourth editing instruction, a second programming graph and a fourth programming graph are generated according to the second execution state, such as the fourth editing instruction can be an instruction to use the second programming graph control. Exemplarily, in the case of determining the second execution state, in response to the fourth editing instruction, a second programming graph corresponding to the second execution state and a fourth programming graph corresponding to the second programming graph control can be generated, and the second programming graph and the fourth programming graph are spliced. Alternatively, before responding to the fourth editing instruction, a second programming graph corresponding to the second execution state has been generated, and in response to the fourth editing instruction, a fourth programming graph is generated at a splicable position of the second programming graph corresponding to the second execution state. Alternatively, there is no need to generate the fourth programming graphic separately. In response to the fourth editing instruction, a second programming graphic containing relevant information (such as text information, etc.) of the second game instruction is generated. The second programming graphic can be regarded as Figure 5E The whole of the second programming graphic 504 and the fourth programming graphic 505.

[0085] In one embodiment, in response to a graphic adding instruction for the first programming graphic, options corresponding to each execution state are provided, and in response to a selection instruction among these options, a second execution state is determined, and a second programming graphic corresponding to the second execution state is generated. For example, a user can drag the second programming graphic control under the first programming graphic to trigger a graphic adding instruction, which is used to add a second programming graphic to the first programming graphic, and the user is required to select the second execution state from the options corresponding to each execution state. When the second execution state is selected, the second programming graphic corresponding to the second execution state is generated according to the second programming graphic control, such as generating a second programming graphic containing relevant information (such as text information) of the second game instruction, or generating a second programming graphic corresponding to the second execution state and a fourth programming graphic corresponding to the second programming graphic control, respectively, and the two can be spliced.

[0086] In one embodiment, the above-mentioned creation of the second programming graph corresponding to the execution state to be called may include the following steps:

[0087] A sub-trigger with the execution state to be called as a trigger condition is created as a second programming graph corresponding to the execution state to be called.

[0088] The second programming graph may be a sub-trigger of the first programming graph, and the sub-trigger takes the execution state to be called as a trigger condition. Figure 5C or Figure 5D It can be seen from the second programming graphic 504 that visual information (such as text information) with the execution state to be called as the trigger condition can be shown in the second programming graphic 504. Users can easily understand the meaning of the second programming graphic 504, and can easily understand that the game logic content after the trigger condition needs to be added to the second programming graphic 504. In this way, there is no need for users to manually add triggers and set information related to the execution state of the first game instruction in the trigger (since there may be many game instructions or events in the game, it is very troublesome and error-prone for users to manually set information). When the user selects the execution state to be called, the corresponding sub-trigger can be quickly generated, which improves editing efficiency and helps reduce editing errors.

[0089] In one embodiment, in response to reaching the waiting execution state, executing the second game instruction associated with the second programming graphic may include the following steps:

[0090] In response to reaching the execution state to be called, the state parameters corresponding to the execution state to be called are passed to the control code generated based on the second programming graphic to trigger the execution of the second game instruction associated with the second programming graphic; wherein the state parameters are used to characterize the current execution state to be called.

[0091] Among them, the execution state of the first game instruction can be characterized in the form of a state parameter, and the game logic triggered by the execution state can be implemented by passing and calling the state parameter. In this exemplary embodiment, the state parameter can correspond to the execution state to be called, and is used to characterize the current execution state to be called. For example, the state parameter can be a Boolean type parameter, and when its value is 0, it means that it is not currently in the execution state to be called, and when its value is 1, it means that it is currently in the execution state to be called. Alternatively, when the value of the state parameter is empty, it means that it is not currently in the execution state to be called, and when the value is not empty, it means that it is currently in the execution state to be called. It should be understood that if there are multiple execution states to be called, corresponding multiple state parameters can be generated, and each execution state to be called corresponds to a state parameter.

[0092] The control code is a game logic code generated based on the second programming graphic, such as the code corresponding to the second programming graphic. Exemplarily, the control code can be used to control the trigger logic of the second game instruction, for example, the control code can be a conditional statement of the second game instruction. The control code is used to implement the logic triggered by the state parameter. In the game running stage, when the execution state to be called is reached, the state parameter is passed to the control code, which is equivalent to calling the state parameter by the control code, and the execution of the second game instruction is triggered by the control code.

[0093] By passing state parameters, the execution efficiency of the code can be improved and the operating overhead can be reduced.

[0094] In one embodiment, the game editing method may further include the following steps:

[0095] In the case of creating the second programming graph, during the game running phase, when the first game instruction is executed, control is provided to generate state parameters;

[0096] In the case where the second programming graph is not created, during the game running phase, when the first game instruction is executed, no state parameter is generated.

[0097] Wherein, when the second programming graphic is created, it indicates that the execution state to be called needs to be called, so in the process of running the first game instruction, a state parameter that can be called is generated. In one embodiment, the state parameter can only be called by the second programming graphic (i.e., called by the control code corresponding to the second programming graphic) to implement the relevant logic of the second programming graphic, and cannot be called by other programming graphics.

[0098] In the case where the second programming graph is not created, the execution status of the first game execution does not need to be called, so there is no need to generate state parameters, so that other programming graphs cannot obtain the execution status of the first game instructions by calling state parameters.

[0099] In one embodiment, the game editing method may further include the following steps:

[0100] When creating a second programming graph corresponding to the execution state to be called, a callback function corresponding to the execution state to be called is generated, and the callback function is used to call the state parameter.

[0101] Accordingly, in response to reaching the execution state to be called, passing the state parameter corresponding to the execution state to be called to the control code generated based on the second programming graphic to trigger the execution of the second game instruction associated with the second programming graphic may include the following steps:

[0102] In response to reaching the pending execution state, the state parameter is called through the callback function to trigger the execution of the second game instruction associated with the second programming graphic.

[0103] Among them, the callback function is a way to pass a function as a parameter to another function. Through the callback function, the execution state of the first game instruction (such as the first function in the code) can be used as a state parameter for other game instructions (or other functions in the code) to call. In one embodiment, the above control code can include a callback function.

[0104] There is a corresponding relationship between the execution state to be called, the state parameter, and the callback function. Specifically, the state parameter is used to characterize the corresponding execution state to be called, and the callback function is used to call the corresponding state parameter, which is essentially calling the corresponding execution state to be called. It should be understood that if there are multiple execution states to be called, a corresponding callback function can be generated for each execution state to be called.

[0105] In one embodiment, the state parameters corresponding to each execution state are defined in the code corresponding to the first programming graph, or the state parameters corresponding to each execution state can be defined according to the code corresponding to the first programming graph. Then, according to the determined execution state to be called, a callback function for calling the state parameters corresponding to the execution state to be called is generated.

[0106] During the game running phase, based on the logic of the callback function, the execution status of the first game instruction to be called is passed to the callback function in the form of a state parameter, that is, the callback function is called. Furthermore, the callback function call state parameter indicates that the triggering condition of the second game instruction is met, such as a callback function is added to the code of the second game instruction, thereby triggering the execution of the second game instruction.

[0107] The following is a sample of some code related to the callback function:

[0108] def mover_line(data,mover_finish):

[0109] #Processing data

[0110] mover_data = {}

[0111] callback(mover_data)#call callback function

[0112] def mover_finish(result):

[0113] print("Movement completed")

[0114] #Call process_data function and pass in callback function

[0115] mover_line("hello world",mover_finish)

[0116] The callback function is used to realize that in the process of the first game instruction executing the game behavior, when the game behavior reaches the specified execution state, other game instructions (such as the second game instruction) are actively triggered. In this way, there is no need to set up a process to monitor the execution state of the first game instruction. By passing the state parameter, the asynchronous processing of the first game instruction and the second game instruction is realized, which avoids blocking the thread, reduces the cost of code running, and improves the efficiency of the application.

[0117] In one embodiment, reference Figure 6 As shown, the game editing method may further include the following steps S610 and S620:

[0118] Step S610, in response to a third editing instruction, creating a third programming graph associated with a first execution state; the first execution state is an execution state in the at least one execution state;

[0119] Step S620, during the game running phase, monitoring the execution state of the first game instruction, and in response to monitoring that the execution state is the first execution state, executing the third game instruction corresponding to the third programming graphic.

[0120] The third editing instruction may be an instruction to create a programming graph outside the first programming graph, such as an instruction to create a programming graph in a non-callback manner. The third programming graph created by the third editing instruction has no preset graphic association relationship with the first programming graph.

[0121] In one embodiment, the difference between the second programming graph and the third programming graph includes, but is not limited to: the second programming graph is within the first programming graph, such as being within the enclosed area of ​​the first programming graph, and can be regarded as a derivative graph of the first programming graph; the third programming graph is outside the first programming graph, and has no graphical association relationship with the first programming graph, or only has a simple graphical association relationship such as upper and lower connections, and is independent of the first programming graph. There is a difference between the second editing instruction for creating the second programming graph and the third editing instruction for creating the third programming graph, such as the second editing instruction is an operation instruction for the first programming graph, and the third editing instruction is an operation instruction unrelated to the first programming graph, such as an operation instruction for generating the third programming graph in an area outside the first programming graph through a third programming graph control.

[0122] The first execution state may be any one or more execution states of the first game instruction. When editing and generating the third programming graph, the user may specify a certain execution state of the first game instruction as the first execution state. For example, relevant information of the first execution state may be set in the third programming graph, such as setting a conditional statement or event information related to the first execution state.

[0123] The logic implementation method of the third programming graph is also different from that of the second programming graph. As mentioned above, the logic of the second programming graph can be implemented by passing or calling state parameters. However, the third programming graph cannot call state parameters and needs to monitor the execution state of the first game instruction, such as monitoring through a specific process, and in response to monitoring that the execution state is the first execution state, execute the third game instruction corresponding to the third programming graph. The third game instruction needs to wait for the first game instruction to execute to the first execution state. In contrast, the third programming graph does not adopt the callback method, and it needs to monitor the execution state of the first game instruction during the code running process, resulting in additional overhead. The second programming graph adopts the callback method, and the state parameters of the execution state of the first game execution are passed between the first programming graph and the second programming graph and the trigger logic is implemented, without monitoring the execution state of the first game instruction, reducing overhead, and realizing asynchronous processing of the first game instruction and the second game instruction, and improving the flexibility of code execution.

[0124] In one embodiment, the game editing method may further include the following steps:

[0125] In response to a call cancel instruction for the execution state to be called, the execution state to be called is set to a non-call execution state, and the third programming graph corresponding to the execution state to be called and the fourth programming graph spliced ​​therewith are cleared.

[0126] Among them, the call cancel instruction is an instruction to change a pending execution state to a non-call execution state. If the user can implement the call cancel instruction for the pending execution state, the pending execution state will be changed from the pending execution state to the non-call execution state, indicating that the pending execution state is no longer a trigger condition for other game instructions. Accordingly, the third programming graphic corresponding to the pending execution state and the fourth programming graphic spliced ​​therewith are cleared, that is, the game logic with the pending execution state as the trigger condition is cleared.

[0127] In one implementation, in response to a call cancel instruction for the execution state to be called, setting the execution state to be called to a non-call execution state may include the following steps:

[0128] In response to a state switching instruction for an option corresponding to the execution state to be called in the call setting interface of the first programming graphic, the execution state to be called is set to a non-calling execution state; the call setting interface includes at least one option corresponding to an execution state, the option has a first state and a second state, the execution state corresponding to the option in the first state is the execution state to be called, and the execution state corresponding to the option in the second state is the non-calling execution state.

[0129] Among them, calling the setting interface can refer to Figure 5B As shown, it includes options corresponding to each execution state. These options have a first state and a second state, such as the first state is a selected state and the second state is a non-selected state. If the option corresponding to a certain execution state is the first state, it indicates that the execution state is a pending execution state. If the option corresponding to a certain execution state is the second state, it indicates that the execution state is a non-calling execution state. The user can implement a state switching instruction for the option corresponding to the pending execution state, switching it from the first state to the second state, and accordingly the pending execution state is set from the pending execution state to the non-calling execution state. For example, refer to Figure 5EThe graphical programming interface shown, the execution state to be called determined at this time includes the "movement completed" state and the "movement interrupted" state, and the user takes the "movement completed" state as the execution state to be called, and adds the fourth programming graphic 505 in the second programming graphic 504 corresponding to the execution state to be called to form the second programming graphic. At this time, if the user wants to cancel the game logic triggered by the "movement completed" state, the pop-up call setting interface can be triggered by clicking the first setting control 502. In the call setting interface at this time, both the "movement completed execution" and "movement interrupted execution" options are selected. The user can click the "movement completed execution" option to switch it to the unselected state and confirm, thereby triggering the "movement completed" state to be set to a non-calling execution state. Correspondingly, the second programming graphic 504 corresponding to the "movement completed" state and the fourth programming graphic 505 spliced ​​therewith are deleted from the graphical programming interface. Since the "movement interrupted" state is still the execution state to be called, the second programming graphic 504 corresponding to the "movement interrupted" state can be retained. In this way, the flexibility of user editing is further improved.

[0130] In one embodiment, the game editing method may further include the following steps:

[0131] In response to a move instruction for the first programming pattern or the second programming pattern, a combined pattern formed by the first programming pattern and the second programming pattern is moved.

[0132] It should be understood that since the first programming graphic and the second programming graphic have a preset graphic association relationship, the two can be regarded as a whole, that is, a combined graphic. If the user moves the first programming graphic or the second programming graphic, the whole can be moved. This ensures the preset graphic association relationship between the first programming graphic and the second programming graphic, and substantially ensures the stability of the logical dependency relationship between the first game instruction and the second game instruction.

[0133] In one embodiment, the game editing method may further include the following steps:

[0134] A connection mark connecting the first programming graphic or the second programming graphic is displayed to indicate that the first programming graphic and the second programming graphic form a combined graphic.

[0135] For example, please refer to Figure 5A , Figure 5C , Figure 5D or Figure 5E The connection mark 506 in the figure can connect the first programming figure 501 and the second programming figure 504, and is used to indicate that the first programming figure 501 and the second programming figure 504 have a connection binding relationship, which makes it easier for users to understand the preset graphic association relationship between the two. Of course, the present disclosure does not limit the specific form, position, etc. of the connection mark.

[0136] In one embodiment, the game editing method may further include the following steps:

[0137] In response to a copy instruction for the first programming pattern, the first programming pattern and the second programming pattern are copied.

[0138] The first programming graph can be copied, and the whole formed by the first programming graph and the second programming graph can be copied to improve editing efficiency.

[0139] In one embodiment, the second programming graphic is not allowed to be copied separately. For example, when the second programming graphic is the current editing object (such as the second programming graphic is selected), no copy control is provided and the user cannot perform a copy operation.

[0140] In one embodiment, the game editing method may further include at least one of the following steps:

[0141] In response to the annotation instruction for the second programming graphic, adding annotation information to the second programming graphic;

[0142] disabling the second game instructions in response to the disabling instruction for the second programming graphic;

[0143] In response to the delete instruction for the second programming pattern, the second programming pattern is deleted.

[0144] Exemplary, in the case of the second programming graph as the current editing object (such as selecting the second programming graph), one or more of the annotation control, the disable control, and the delete control can be provided, so that the user implements the above-mentioned annotation instruction, the disable instruction, and the delete instruction. The user can enter the annotation information in the annotation column through the annotation control, and the annotation information can be added to the second programming graph, such as displayed on the right side of the second programming graph, or displayed when the second programming graph is selected, so that the meaning of the programming graph can be understood by oneself or others. The user can disable the logic of the second programming graph through the disable control, and the program does not execute the code of the second programming graph part during the game operation, which is equivalent to disabling the second game instruction. The user can delete the second programming graph through the delete instruction. If the second programming graph is composed of the third programming graph and the fourth programming graph, the delete instruction for the third programming graph can delete the third programming graph and the fourth programming graph as a whole, and the delete instruction for the fourth programming graph can also delete the third programming graph and the fourth programming graph as a whole, or only delete the fourth programming graph, retain the third programming graph and other programming graphs spliced ​​with the third programming graph.

[0145] In one embodiment, the game editing method may further include the following steps:

[0146] A callback mark is displayed in the first programming graphic, and the callback mark is used to indicate that the execution state of the first game instruction corresponding to the first programming graphic can be called to trigger other game instructions.

[0147] For example, please refer to Figure 5A , Figure 5C , Figure 5D or Figure 5E In the programming graph with callback identifier 503, a second programming graph having a preset graph association relationship therewith can be generated through a second editing instruction and a second game instruction corresponding to the second programming graph can be set to be triggered by a second execution state.

[0148] In one embodiment, in a programming graph without a callback identifier, the second programming graph cannot be generated by the second editing instruction. For example, such a programming graph cannot be switched to a callback state, or a pending execution state cannot be set for such a programming graph.

[0149] Through the callback identification, users can clearly distinguish between programming graphics that support callbacks and programming graphics that do not support callbacks, thereby further improving editing accuracy and editing efficiency.

[0150] The exemplary embodiment of the present disclosure also provides a game editing device. Figure 7 As shown, the game editing device 700 may include the following program modules:

[0151] The programming interface display module 710 is configured to display a graphical programming interface in a graphical user interface during the game editing phase; the graphical programming interface provides programming graphical controls;

[0152] A first programming graphic generating module 720 is configured to generate a first programming graphic in the graphical programming interface in response to a first editing instruction for a first programming graphic control in the programming graphic control; the first programming graphic is used to execute a first game instruction, and the first game instruction has at least one execution state;

[0153] The second programming graph generation module 730 is configured to create a second programming graph corresponding to the execution state to be called in response to the second editing instruction; the second programming graph has a preset graph association relationship with the first programming graph; the execution state to be called is an execution state in the at least one execution state;

[0154] The game instruction execution module 740 is configured to execute the first game instruction during the game running phase, and in response to reaching the waiting execution state, execute the second game instruction associated with the second programming graphic.

[0155] In one embodiment, in response to reaching the execution state to be called, executing the second game instruction associated with the second programming graphic includes: in response to reaching the execution state to be called, passing the state parameter corresponding to the execution state to be called to the control code generated based on the second programming graphic to trigger the execution of the second game instruction associated with the second programming graphic; wherein the state parameter is used to represent the current state to be called.

[0156] In one embodiment, the game editing device 700 is also configured to: when creating a second programming graphic corresponding to the execution state to be called, generate a callback function corresponding to the execution state to be called, and the callback function is used to call the state parameters; in response to reaching the execution state to be called, pass the state parameters corresponding to the execution state to be called to the control code generated based on the second programming graphic to trigger the execution of the second game instructions associated with the second programming graphic, including: in response to reaching the execution state to be called, call the state parameters through the callback function to trigger the execution of the second game instructions associated with the second programming graphic.

[0157] In one embodiment, the game editing device 700 is also configured to: when the second programming graph is created, during the game running phase, when the first game instruction is executed, control the generation of the state parameters; when the second programming graph is not created, during the game running phase, when the first game instruction is executed, do not generate the state parameters.

[0158] In one embodiment, the game editing device 700 is also configured to: create a third programming graphic associated with the first execution state in response to a third editing instruction; the first execution state is an execution state among the at least one execution state; during the game running stage, monitor the execution state of the first game instruction, and in response to monitoring that the execution state is the first execution state, execute the third game instruction corresponding to the third programming graphic.

[0159] In one embodiment, in response to a second editing instruction, creating a second programming graphic corresponding to a second execution state includes: in response to a first setting instruction for the first programming graphic, controlling the first programming graphic to be changed from a first shape to a second shape; in the first programming graphic of the second shape, generating a second programming graphic corresponding to the execution state to be called, the second programming graphic being configured to control the execution of game instructions according to the state parameters of the execution state to be called.

[0160] In one embodiment, the first programming graphic includes a first setting control; the second programming graphic corresponding to the execution state to be called is generated in response to the first setting instruction for the first programming graphic, including: in response to a trigger instruction for the first setting control, options corresponding to the at least one execution state are displayed; in response to a selection instruction in the options, the execution state corresponding to the selected target option is used as the execution state to be called, and the first programming graphic is controlled to change from a first shape to a second shape matching the execution state to be called.

[0161] In one embodiment, the game editing device 700 is also configured to: in response to a fourth editing instruction, splice the fourth programming graphic to a second programming graphic corresponding to a second execution state in the execution state to be called; in response to reaching the execution state to be called, execute the second game instruction associated with the second programming graphic, including: in response to reaching the second execution state, execute the second game instruction corresponding to the fourth programming graphic.

[0162] In one embodiment, in response to a fourth editing instruction, splicing the fourth programming graphic to the second programming graphic corresponding to the second execution state in the execution state to be called includes: in response to a fourth editing instruction for the second programming graphic control in the programming graphic control, generating the fourth programming graphic corresponding to the second programming graphic control at a splicable position of the second programming graphic corresponding to the second execution state.

[0163] In one embodiment, the creating of the second programming graph corresponding to the execution state to be called includes: creating a sub-trigger with the execution state to be called as a trigger condition as the second programming graph corresponding to the execution state to be called.

[0164] In one embodiment, the game editing device 700 is further configured to: in response to a call cancel instruction for the execution state to be called, set the execution state to be called to a non-call execution state, and clear the second programming graphic corresponding to the execution state to be called.

[0165] In one embodiment, in response to a call cancel instruction for the execution state to be called, setting the execution state to be called to a non-calling execution state includes: in response to a state switching instruction for an option corresponding to the execution state to be called in a call setting interface of the first programming graphic, setting the execution state to be called to a non-calling execution state; the call setting interface includes options corresponding to the at least one execution state, the option having a first state and a second state, the execution state corresponding to the option in the first state is the execution state to be called, and the execution state corresponding to the option in the second state is the non-calling execution state.

[0166] In one embodiment, the game editing device 700 is further configured to: move a combined graphic formed by the first programming graphic and the second programming graphic in response to a move instruction for the first programming graphic or the second programming graphic.

[0167] In one embodiment, the game editing device 700 is further configured to: display a connection mark connecting the first programming graphic or the second programming graphic to indicate that the first programming graphic and the second programming graphic form the combined graphic.

[0168] In one embodiment, the game editing device 700 is further configured to: in response to a copy instruction for the first programming graphic, copy the first programming graphic and the second programming graphic.

[0169] In one embodiment, the game editing device 700 is also configured to perform at least one of the following steps: in response to a comment instruction for the second programming graphic, add comment information to the second programming graphic; in response to a disable instruction for the second programming graphic, disable the second game instruction; in response to a delete instruction for the second programming graphic, delete the second programming graphic.

[0170] In one embodiment, the game editing device 700 is further configured to: display a callback identifier in the first programming graphic, wherein the callback identifier is used to indicate that the execution status of the first game instruction corresponding to the first programming graphic can be called to trigger other game instructions.

[0171] 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.

[0172] 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.

[0173] 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.

[0174] 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.

[0175] 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.

[0176] 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).

[0177] The computer program can be carried or transmitted by electrical, magnetic, optical, electromagnetic, infrared and other signals. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, the processor of the electronic device can be executed) the method steps of various exemplary embodiments of the present disclosure, such as the above method can be executed, which includes the following steps: step S210, in the game editing stage, displaying a graphical programming interface in a graphical user interface; the graphical programming interface provides a programming graphic control; step S220, in response to a first editing instruction for a first programming graphic control in the programming graphic control, generating a first programming graphic in the graphical programming interface; the first programming graphic is used to execute the first game instruction, and the first game instruction has at least one execution state; step S230, in response to a second editing instruction, generating a second programming graphic according to the second execution state; the second programming graphic has a preset graphic association relationship with the first programming graphic; the second execution state is an execution state in the above at least one execution state; the second programming graphic is used to execute the second game instruction; step S240, in the game running stage, execute the first game instruction, and in response to reaching the second execution state, execute the second game instruction.

[0178] By implementing the above method steps through a computer program, a method for editing state-triggered game instructions in a game UGC editor is provided, allowing the user to edit and generate a second programming graphic with a preset graphic association relationship with the first programming graphic on the basis of the first programming graphic, and realize the program logic relationship of the second game instruction being triggered by the second execution state of the first game instruction through the preset graphic association relationship between the two. There is no need for the user to edit the more complex event state judgment logic in the second programming graphic, thereby simplifying the editing process, reducing the editing complexity and the content complexity of the second programming graphic, and improving the editing efficiency. In addition, the logical dependency relationship between the first game instruction and the second game instruction is displayed in an intuitive way through the preset graphic association relationship, which improves the readability of the content of the programming graphic, facilitates the user to understand the logical dependency relationship, and helps to reduce editing errors, such as reducing the situation where the user sets incorrect parameters when editing the event state judgment logic, thereby improving the editing quality.

[0179] 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. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0180] Reference below Figure 8, the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 8 The electronic device 800 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0181] like Figure 8 As shown, the electronic device 800 may include: a processor 810 , a memory 820 , a bus 830 , an I / O (input / output) interface 840 , a network adapter 850 , and a display 860 .

[0182] The memory 820 may include a volatile memory, such as a RAM 821, a cache unit 822, and may also include a non-volatile memory, such as a ROM 823. The memory 820 may also include one or more program modules 824, such program modules 824 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 824 may include each module in the above-mentioned device.

[0183] The processor 810 may include one or more processing units. For example, the processor 810 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0184] The processor 810 can be used to execute executable instructions stored in the memory 820, such as the above method, which includes the following steps: step S210, in the game editing stage, displaying a graphical programming interface in the graphical user interface; the graphical programming interface provides a programming graphic control; step S220, in response to a first editing instruction for a first programming graphic control in the programming graphic control, generating a first programming graphic in the graphical programming interface; the first programming graphic is used to execute a first game instruction, and the first game instruction has at least one execution state; step S230, in response to a second editing instruction, generating a second programming graphic according to a second execution state; the second programming graphic has a preset graphic association relationship with the first programming graphic; the second execution state is an execution state in the above at least one execution state; the second programming graphic is used to execute a second game instruction; step S240, in the game running stage, executing the first game instruction, and in response to reaching the second execution state, executing the second game instruction.

[0185] By executing the above method steps through the processor 810, a method for implementing state-triggered game instructions in the game UGC editor is provided, allowing the user to edit and generate a second programming graphic with a preset graphic association relationship with the first programming graphic on the basis of the first programming graphic, and realize the program logic relationship of the second game instruction being triggered by the second execution state of the first game instruction through the preset graphic association relationship between the two. There is no need for the user to edit the more complex event state judgment logic in the second programming graphic, thereby simplifying the editing process, reducing the editing complexity and the content complexity of the second programming graphic, and improving the editing efficiency. In addition, the logical dependency relationship between the first game instruction and the second game instruction is displayed in an intuitive way through the preset graphic association relationship, which improves the content readability of the programming graphic, facilitates the user to understand the logical dependency relationship, and is conducive to reducing editing errors, such as reducing the situation where the user sets incorrect parameters when editing the event state judgment logic, thereby improving the editing quality.

[0186] The bus 830 is used to realize the connection between different components of the electronic device 800, and may include a data bus, an address bus, and a control bus.

[0187] The electronic device 800 can communicate with one or more external devices 900 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 840 .

[0188] The electronic device 800 can communicate with one or more networks through the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 850 can communicate with other modules of the electronic device 800 through the bus 830.

[0189] The electronic device 800 can display a graphical user interface through the display 860, such as displaying a game editing scene, a game running scene, etc.

[0190] although Figure 8 Not shown, other hardware and / or software modules may also be provided in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.

[0191] 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".

[0192] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.

Claims

1. A game editing method, characterized in that: The method comprises: In the game editing stage, a graphical programming interface is displayed in the graphical user interface; the graphical programming interface provides programming graphic controls; In response to a first editing instruction for a first programming graphic control in the programming graphic control, a first programming graphic is generated in the graphical programming interface; the first programming graphic is used to execute a corresponding first game instruction, the first game instruction having at least one execution state; In response to the second editing instruction, a second programming graph corresponding to the execution state to be called is created; the second programming graph has a preset graph association relationship with the first programming graph; the execution state to be called is an execution state in the at least one execution state; During the game running phase, the first game instruction is executed, and in response to reaching the pending execution state, the second game instruction associated with the second programming graphic is executed.

2. The method according to claim 1, characterized in that In response to reaching the waiting execution state, executing the second game instruction associated with the second programming graphic comprises: In response to reaching the execution state to be called, the state parameters corresponding to the execution state to be called are passed to the control code generated based on the second programming graphic to trigger the execution of the second game instruction associated with the second programming graphic; wherein the state parameters are used to characterize the current state to be called.

3. The method according to claim 2, characterized in that The method further comprises: In the case of creating a second programming graph corresponding to the execution state to be called, generating a callback function corresponding to the execution state to be called, the callback function being used to call the state parameter; In response to reaching the execution state to be called, passing a state parameter corresponding to the execution state to be called to a control code generated based on the second programming graphic to trigger execution of a second game instruction associated with the second programming graphic, including: In response to reaching the to-be-called execution state, the state parameter is called by the callback function to trigger execution of a second game instruction associated with the second programming graphic.

4. The method according to claim 2, characterized in that: The method further comprises: In the case of creating the second programming graph, during the game running phase, when the first game instruction is executed, controlling the generation of the state parameter; In the case where the second programming graph is not created, the state parameter is not generated when the first game instruction is executed during the game running phase.

5. The method according to claim 1, characterized in that The method further comprises: In response to a third editing instruction, creating a third programming graph associated with a first execution state; the first execution state is an execution state in the at least one execution state; During the game running phase, the execution state of the first game instruction is monitored, and in response to monitoring that the execution state is the first execution state, the third game instruction corresponding to the third programming graphic is executed.

6. The method according to claim 1, characterized in that The step of creating a second programming graph corresponding to the second execution state in response to the second editing instruction comprises: In response to a first setting instruction for the first programming graphic, controlling the first programming graphic to be changed from a first shape to a second shape; In the first programming graphic of the second shape, a second programming graphic corresponding to the execution state to be called is generated, and the second programming graphic is configured to control the execution of game instructions according to the state parameters of the execution state to be called.

7. The method according to claim 6, characterized in that The first programming graph includes a first setting control; the generating, in response to a first setting instruction for the first programming graph, a second programming graph corresponding to the execution state to be called includes: In response to a trigger instruction for the first setting control, displaying an option corresponding to the at least one execution state; In response to a selection instruction in the option, the execution state corresponding to the selected target option is used as the execution state to be called, and the first programming graphic is controlled to change from a first shape to a second shape matching the execution state to be called.

8. The method according to claim 1, characterized in that The method further comprises: In response to a fourth editing instruction, splicing the fourth programming graph to the second programming graph corresponding to the second execution state in the execution state to be called; In response to reaching the waiting execution state, executing the second game instruction associated with the second programming graphic comprises: In response to reaching the second execution state, the second game instruction corresponding to the fourth programming graphic is executed.

9. The method according to claim 8, characterized in that In response to the fourth editing instruction, splicing the fourth programming graph to the second programming graph corresponding to the second execution state in the execution state to be called includes: In response to a fourth editing instruction for a second programming graphic control in the programming graphic controls, the fourth programming graphic corresponding to the second programming graphic control is generated at a splicable position of the second programming graphic corresponding to the second execution state.

10. The method according to claim 1, characterized in that The step of creating a second programming graph corresponding to the execution state to be called includes: A sub-trigger with the execution state to be called as a trigger condition is created as a second programming graph corresponding to the execution state to be called.

11. The method according to claim 1, characterized in that The method further comprises: In response to a call cancel instruction for the execution state to be called, the execution state to be called is set to a non-call execution state, and a second programming graph corresponding to the execution state to be called is cleared.

12. The method according to claim 11, characterized in that The step of setting the execution state to be called to a non-calling execution state in response to a call cancel instruction for the execution state to be called comprises: In response to a state switching instruction for the option corresponding to the execution state to be called in the call setting interface of the first programming graphic, the execution state to be called is set to a non-calling execution state; the call setting interface includes options corresponding to the at least one execution state, the option has a first state and a second state, the execution state corresponding to the option in the first state is the execution state to be called, and the execution state corresponding to the option in the second state is the non-calling execution state.

13. The method according to claim 1, characterized in that The method further comprises: In response to a move instruction for the first programming pattern or the second programming pattern, a combined pattern formed by the first programming pattern and the second programming pattern is moved.

14. The method according to claim 13, characterized in that The method further comprises: A connection mark connecting the first programming graphic or the second programming graphic is displayed to indicate that the first programming graphic and the second programming graphic form the combined graphic.

15. The method according to claim 1, characterized in that The method further comprises: In response to a copy instruction for the first programming pattern, the first programming pattern and the second programming pattern are copied.

16. The method according to claim 1, characterized in that The method further comprises at least one of the following steps: In response to an annotation instruction for the second programming graphic, adding annotation information to the second programming graphic; disabling the second game instruction in response to a disabling instruction for the second programming graphic; In response to a delete instruction for the second programming pattern, the second programming pattern is deleted.

17. The method according to claim 1, characterized in that The method further comprises: A callback mark is displayed in the first programming graphic, and the callback mark is used to indicate that the execution state of the first game instruction corresponding to the first programming graphic can be called to trigger other game instructions.

18. A game editing device, characterized in that: The device comprises: A programming interface display module is configured to display a graphical programming interface in a graphical user interface during the game editing phase; the graphical programming interface provides programming graphic controls; A first programming graphic generating module is configured to generate a first programming graphic in the graphical programming interface in response to a first editing instruction for a first programming graphic control in the programming graphic control; the first programming graphic is used to execute a first game instruction, and the first game instruction has at least one execution state; A second programming graph generating module is configured to create a second programming graph corresponding to the execution state to be called in response to a second editing instruction; the second programming graph has a preset graph association relationship with the first programming graph; the execution state to be called is an execution state in the at least one execution state; The game instruction execution module is configured to execute the first game instruction during the game running phase, and in response to reaching the waiting execution state, execute the second game instruction associated with the second programming graphic.

19. 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 17 is implemented.

20. 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 17 by executing the executable instructions.