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

By generating global trigger type programming graphics in the graphical user interface of the game editor, the cumbersome problem of game level editing in the existing technology is solved, and editing sharing between multiple levels and unified game logic is realized, and editing efficiency is improved.

CN119792945APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510074314.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-16
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

The existing game editor only supports editing independent game levels. Users need to edit each game level separately and associate it, resulting in a cumbersome and inefficient editing process.

Method used

A game editing method is provided. By displaying a graphical programming interface corresponding to the game map in a graphical user interface, the user can generate a global trigger type programming graph in the interface, and the target code corresponding to the programming graph is shared among multiple game levels.

Benefits of technology

It realizes global editing of multiple game levels, reduces the amount of users editing a single game level, simplifies the editing process, improves editing efficiency, and meets the needs of unified gameplay or rules in game level combinations.

✦ 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 first graphical programming interface corresponding to a first game map in a graphical user interface; under the condition that a first game level corresponding to the first game map and at least one second game level form a game level combination, in response to a first editing instruction in the first graphical programming interface, generating a first programming graph of a global trigger type; and in a game running stage, in response to a first game running instruction for the game level combination, running the first game level and at least one second game level, and loading a first target code corresponding to the first programming graph in the running process of the first game level and the running process of the second game level. According to the method, the editing mode for the multiple game levels is simplified, 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, user-oriented game editors have emerged, which support users to customize game maps, game levels, etc.

[0003] In the related art, the game editor only supports editing independent game levels. If the user needs to edit multiple associated game levels, it is necessary to edit each game level separately and then associate them. The editing process is cumbersome and inefficient. Summary of the invention

[0004] The present disclosure provides a game editing method, a game editing device, a computer program product and an electronic device, which at least to some extent solve the problem that it is cumbersome for a user to edit multiple game levels.

[0005] 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 first graphical programming interface corresponding to a first game map in a graphical user interface; the first graphical programming interface provides a programming graphic control, the programming graphic control being configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction; in a case where a first game level corresponding to the first game map and at least one second game level form a game level combination, generating a first programming graphic of a global trigger type in response to a first editing instruction in the first graphical programming interface; in a game running stage, running the first game level and the at least one second game level in response to a first game running instruction for the game level combination, loading a first target code corresponding to the first programming graphic during both the running process of the first game level and the running process of the second game level.

[0006] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: an interface display processing module, configured to display a first graphical programming interface corresponding to a first game map in a graphical user interface during a game editing phase; the first graphical programming interface provides a programming graphic control, the programming graphic control being configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction; a graphical programming processing module, configured to generate a first programming graphic of a global trigger type in response to a first editing instruction in the first graphical programming interface when a first game level corresponding to the first game map and at least one second game level form a game level combination; a game running processing module, configured to run the first game level and the at least one second game level in response to a first game running instruction for the game level combination during a game running phase, and load a first target code corresponding to the first programming graphic during both the running process of the first game level and the running process of the second game level.

[0007] 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 implementation methods thereof are implemented.

[0008] 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.

[0009] The technical solution disclosed in this disclosure has the following beneficial effects:

[0010] When the first game level is associated with the second game level to form a game level combination, a first programming graphic of a global trigger type can be edited and generated in the first graphical programming interface, and its corresponding first target code is effective for both the first game level and the second game level. On the one hand, a global editing method for the game level combination is provided, which can share the editing information in the first game level in each game level of the game level combination, reduce the amount of editing for users to edit a single game level, simplify the editing process, and improve editing efficiency. On the other hand, by editing the programming graphic of the global trigger type, the game logic such as unified gameplay or rules in the game level combination can be realized, which can meet the user's editing needs for the game level combination and improve the editing effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1 A system architecture diagram in this exemplary embodiment is shown;

[0012] Figure 2 A flowchart showing a method for editing a game in this exemplary embodiment;

[0013] Figure 3 A schematic diagram showing a first graphical programming interface in this exemplary embodiment;

[0014] Figure 4A and Figure 4B A schematic diagram of establishing game level association in this exemplary embodiment is shown;

[0015] Figure 5 A sub-flow chart for implementing a second programming graph in this exemplary embodiment is shown;

[0016] Figure 6 A schematic diagram showing a sub-interface for selecting different trigger types in this exemplary embodiment;

[0017] Figure 7 A schematic diagram showing a combination of running game levels in this exemplary embodiment;

[0018] Figure 8 A schematic diagram showing the structure of a game editing device in this exemplary embodiment;

[0019] Fig. 9 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0020] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0021] 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.

[0022] The inventors have found that in the related art, the game editor only supports editing independent game levels. If the user needs to edit multiple associated game levels (such as multiple consecutive game levels), each game level needs to be edited separately and then associated. For example, the user needs to edit the complete gameplay information in each game level and then associate these game levels. In this way, it is difficult to share the editing information between different game levels, resulting in a cumbersome editing process and low efficiency.

[0023] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game editing method.

[0024] 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.

[0025] In one embodiment, the game editing method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above-mentioned 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, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned 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.

[0026] In one embodiment, the game map (or game level, game 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.

[0027] 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 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 (User Generated Content) function.

[0028] 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.

[0029] Figure 2 The schematic flow of the method is shown, which may include the following steps:

[0030] Step S210, in the game editing stage, displaying a first graphical programming interface corresponding to the first game map in the graphical user interface; the first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction;

[0031] Step S220, generating a first programming graphic of a global trigger type in response to a first editing instruction in a first graphical programming interface when a first game level corresponding to the first game map and at least one second game level form a game level combination;

[0032] Step S230, in the game running stage, in response to the first game running instruction for the game level combination, the first game level and the at least one second game level are run, and the first target code corresponding to the first programming graphic is loaded during the running process of the first game level and the running process of the second game level.

[0033] based on Figure 2 In the method shown, when the first game level is associated with the second game level to form a game level combination, a first programming graphic of a global trigger type can be edited and generated in a first graphical programming interface, and its corresponding first target code is effective for both the first game level and the second game level. On the one hand, a global editing method for the game level combination is provided, which can share the editing information in the first game level in each game level of the game level combination, reduce the amount of editing for users to edit a single game level, simplify the editing process, and improve editing efficiency. On the other hand, by editing the programming graphic of the global trigger type, the game logic such as unified gameplay or rules in the game level combination can be realized, which can meet the user's editing needs for the game level combination and improve the editing effect.

[0034] Below Figure 2 Provide detailed instructions for each step.

[0035] refer to Figure 2 In step S210, during the game editing stage, a first graphical programming interface corresponding to the first game map is displayed in a graphical user interface; the first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction.

[0036] This exemplary embodiment divides the game process into at least two stages as follows: a game editing stage, which is the stage in which the user uses the editing function to edit game levels and other content; and a game running stage, which is the stage in which the user plays the game and can use the content edited in the game editing stage to play, such as the user can play the game in the edited game level.

[0037] This exemplary embodiment provides editing functions through an application. The application may be a game program, which has an editing function. When the game program is running, the user can select a specific option to enter the editing interface and use the editing function. In another embodiment, the application may be an editing program, which is not a game program. It provides editing functions but cannot be used to play games. Exemplarily, the editing program may be an editing program that is compatible with the game program, which can be run separately outside the game program, or it may be an editing program independent of the game, which is universal for different games, such as DCC (Digital Content Creation) software, game engines, etc. When the editing program is running, the user can use the editing function.

[0038] The first game map is the game map currently edited by the user, and 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. Exemplarily, the user can select a game map in the interface of the game editor, and the game map is the first game map. The program can load the first game map in the edit mode, so that the user can edit the information in the first game map.

[0039] In this exemplary embodiment, a graphical programming interface is provided in the editing function, which is an interface for editing game information through programming graphics. The first graphical programming interface is a graphical programming interface corresponding to the first game map, which is used to edit the information in the first game map. For example, when editing the first game map, if the graphical programming function is turned on, the first graphical programming interface is displayed. In one embodiment, during the game editing stage, the first game map can be loaded to display the first game editing scene corresponding to the first game map in the graphical user interface; in response to the second trigger instruction in the first game editing scene, the first graphical programming interface is displayed. Among them, the first game editing scene is a scene formed by loading the first game map in the editing mode. In the first game editing scene, the user can edit the scene components, scene environment, virtual characters and other contents. In the first game editing scene, the user can enter the first graphical programming interface through the second trigger instruction, such as providing a graphical programming option in the relevant setting interface of the first game editing scene, and the user clicks the option to trigger the display of the first graphical programming interface.

[0040] The first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction (such as an operation instruction to click or drag the programming graphic control). Figure 3 FIG. 1 shows a schematic diagram of a first graphical programming interface. Figure 3 As shown, the first 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 first graphical programming interface, and the dragging operation generates a first trigger instruction, and generates a programming graphic corresponding to the programming graphic control 301 in the first graphical programming interface, such as the user drags the programming graphic control 301 of "game initialization" to the first graphical programming interface, triggering the generation of the programming graphic of "game initialization". Of course, the trigger instruction can also be implemented by other operation methods, such as clicking the programming graphic control 301, and then clicking a certain position in the first graphical programming interface, triggering the generation of the corresponding programming graphic at that position.

[0041] 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.

[0042] Exemplarily, the programming graphic control and the programming graphic can be in the form of building blocks. Building blocks are physical objects that can be spliced ​​together. 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 ​​together to form a programming graphic group.

[0043] Different categories of programming graphics can have different shapes or colors. Users can combine programming graphics in the first graphical programming interface, and programming graphics with matching shapes can be spliced, thereby ensuring the rationality of the code sequence. Visual information such as text in the programming graphics facilitates users to understand the logic of the combined programming graphics. The program combines the codes corresponding to the programming graphics according to the programming graphic group to form a section of code that can implement the game logic (i.e., the level code described in this article). It can be seen that the first graphical programming interface provides a graphical programming method. Users 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.

[0044] Through the above method, the user can edit and generate one or more programming graphics in the first graphical programming interface to form a programming graphic group, which corresponds to a code combination formed by the code corresponding to each programming graphic to achieve a more complete game logic.

[0045] Continue to refer Figure 2 In step S220, when the first game level corresponding to the first game map and at least one second game level form a game level combination, a first programming graphic of a global trigger type is generated in response to a first editing instruction in a first graphical programming interface.

[0046] In this exemplary embodiment, both the game map and the game level may refer to a virtual scene (or space) in the game, and may include people or objects (such as scene components) in the virtual scene. The game map and the corresponding game level have the same map data, including information such as terrain, environment, and scene components. In the game, the game map and the corresponding game level may be displayed as the same object. For example, if the name of a game map is "Zhang San's Castle", the name of the corresponding game level is also "Zhang San's Castle". In this way, in the user's perception, there is no need to distinguish between the game map and the corresponding game level, which is convenient for the user to understand.

[0047] From the perspective of the program, the game map and the corresponding game level can be different program objects, such as different data sets. In one embodiment, the game map is a collection of map data, which may include level configuration information or may not include level configuration information. The game level is a collection of map data and level configuration information. The level configuration information is the information required to implement the game process in the game level, including but not limited to gameplay information, rule information, character configuration information, etc.

[0048] Generally, the game map and the corresponding game level have the same map data. Different game levels can be formed by combining the game map with different level configuration information. Therefore, a game map can correspond to one or more game levels. Exemplarily, the map data of a game map can be copied into any number of copies, and each copy can correspond to a game level. For example, the copies of the map data can be added with different level configuration information to form multiple game levels with different gameplay or rules.

[0049] In one embodiment, if a game map is completely independent of other game maps or game levels, then the game map corresponds to one game level, and the two can be regarded as the same object. If a game map is associated with other game maps or game levels, subordinate game levels of other game maps or game levels can be generated based on the map data of the game map, and multiple subordinate game levels can be generated, then the game map corresponds to multiple game levels.

[0050] The association between two game levels means that there is a one-way or two-way level jump relationship between the two game levels, and it is possible to jump from one game level to another game level during the game running stage. If two game levels are associated, it can be considered that the two game maps corresponding to the two game levels are associated, or the game map corresponding to one game level is associated with the other game level.

[0051] The first game level is the game level corresponding to the first game map. When editing the first game map, the user can associate the first game level corresponding to the first game map with other game levels, and when editing other game maps (such as the second game map), the game levels corresponding to other game maps (such as the second game level) are associated with the first game level. In this exemplary embodiment, the other game levels associated with the first game level are referred to as second game levels, which can be game levels corresponding to the second game map or newly created game levels. In addition, the number of second game levels can be one or more, for example, the first game level can be associated with multiple other game levels, and these other game levels are all second game levels.

[0052] A game level combination is a set of one or more game levels. Each game level in the game level combination can have an association relationship with at least one other game level in the combination. That is to say, in a game level combination, by jumping to a level through the association relationship between different game levels, you can reach any game level in the combination.

[0053] In one embodiment, the game editing method further comprises the following steps:

[0054] In the game editing stage, a first game map is loaded to display a corresponding first game editing scene in a graphical user interface;

[0055] In response to the fifth editing instruction in the first game editing scene, the first game level is associated with the at least one second game level to form a game level combination.

[0056] Among them, the fifth editing instruction is an editing operation instruction for associating other game levels with the first game level. In one embodiment, the fifth editing instruction may include a level editing trigger instruction and a level adding instruction. In response to the level editing trigger instruction in the first game editing scene, the level editing interface may be displayed; in response to the level adding instruction in the level editing interface, a new second game level may be created or the second game level may be determined according to the existing game map, and the second game level may be associated with the first game level corresponding to the first game map. Among them, the level editing trigger instruction is an operation instruction for triggering the start of level editing. For example, when the first game editing scene is displayed, relevant options for level editing may be provided, such as providing a level management option in the editing option interface of the first game editing scene, and when the user clicks on the option, a level editing trigger instruction is generated to trigger the display of the level editing interface. The level editing interface may be used to perform relevant operations for game level editing. The user may trigger the level adding instruction in the level editing interface to add an associated game level to the game level corresponding to the currently edited game map (i.e., the first game level corresponding to the first game map). Users can add associated game levels in at least two ways in the level editing interface, which are described below:

[0057] In one embodiment, in response to a level adding instruction in the level editing interface, a new second game level is created, and the second game level is associated with the first game level corresponding to the first game map.

[0058] Exemplarily, the level editing interface provides a function of creating a new game level, and the user uses this function to create a new second game level, and automatically associate it with the first game level. The newly created second game level can be a blank or default game level, such as a level without scene components or with only a small number of default scene components. Alternatively, in response to a level adding instruction, a candidate level template is provided, and in response to a selection instruction in the candidate level template, a target level template is determined from the candidate level template, and a new second game level is created using the target level template. Among them, the candidate level template is a level template provided in the program, and each candidate level template includes specific scene or level information, such as preset scene components, background, etc. The user can select a target level template from the candidate level templates, and the second game level thus created inherits the scene components, background, and other information in the target level template, thereby reducing the time for the user to edit the second game level.

[0059] Figure 4A A schematic diagram of a level editing interface is shown. When a first game level is not associated with any other game level, in response to a level editing trigger instruction, a Figure 4A When the user clicks the Create Level control in the level editing interface, the Figure 4BThe level adding interface shown in the figure includes two tabs: "Template" and "My Map". When the "Template" tab is selected, it means that the template is used to create a new second game level. Figure 4B The user selects a candidate level template and clicks Confirm to create, which triggers the creation of a second game level with the candidate level template selected by the user as the target level template. In addition, the user can also enter the name and level description of the second game level.

[0060] The created new second game level will be automatically associated with the first game level. For example, the program can construct a game level combination based on the first game level, and add the second game level to the game level combination, such as putting the second map data of the second game map corresponding to the second game level (for ease of distinction, the map data of the first game map is referred to as the first map data, and the map data of the second game map is referred to as the second map data), level configuration information, etc. into the combination data of the game level combination, so as to associate the second game level with the first game level.

[0061] In one embodiment, in response to a level adding instruction in the level editing interface, a second game level is determined according to an existing game map, and the second game level is associated with the first game level corresponding to the first game map.

[0062] The level editing interface may provide a function of selecting a game level from an existing game map. The user may select from the existing game maps. The game map selected by the user is referred to as the second game map. The game level corresponding to the second game map is referred to as the second game level. The second game level is associated with the first game level. Figure 4B In the level adding interface shown, if the "My Map" tab is selected, it indicates that a second game level is added based on an existing game map, and an existing game map is displayed (not limited to "My Map", but also game maps that come with the program, or game maps edited by other users, etc.). After the user selects a game map and clicks confirm, the second game level is determined based on the game map selected by the user and is associated with the first game level.

[0063] Exemplarily, when the second game map is determined, the second map data of the second game map can be copied to the combination data of the game level combination, and the copied second map data can be regarded as the second game level, or level configuration information can be added to the copied second map data to form a second game level, and the second game level can be associated with the first game level.

[0064] The above describes how to associate multiple game levels to form a game level combination. The following describes how to generate a first programming graph through a first editing instruction.

[0065] In this exemplary embodiment, the user edited information (such as programming graphics, programming graphics group) in the first graphical programming interface has a corresponding trigger type. The trigger type indicates the scope or condition under which the user edited information takes effect, that is, under what circumstances the user edited information can be triggered. The global trigger type refers to the information type that is effective in each game level in the game level combination. The first programming graphic is a programming graphic of the global trigger type, which means that the game logic of the first programming graphic is effective for each game level in the game level combination. Therefore, the first programming graphic edited by the user in the first graphical programming interface can not only be used for the first game level, but also can be reused for the second game level. This improves editing efficiency.

[0066] The first editing instruction is an instruction for generating a programming graph of a global trigger type. In one embodiment, a user can create a new programming graph in the first graphical programming interface, such as adding a new programming graph through a programming graph control, and set the trigger type of the programming graph, such as setting the trigger type to a global trigger type. The first editing instruction includes operation instructions for creating a new programming graph and setting a global trigger type, and the programming graph is the first programming graph.

[0067] In one embodiment, the first graphical programming interface includes a sub-interface of a global trigger type, and may also include sub-interfaces of other trigger types. Different sub-interfaces may be displayed simultaneously in the first graphical programming interface, such as the first graphical programming interface includes multiple windows, each window is a sub-interface of a trigger type; or, different sub-interfaces may not be displayed simultaneously in the first graphical programming interface, such as the first graphical programming interface may be controlled to display a sub-interface of a trigger type through tabs, etc., such as selecting the "Global Trigger" tab to display a sub-interface of a global trigger type, and selecting other pages to display sub-interfaces of other trigger types. Accordingly, the above-mentioned generation of the first programming graphic of the global trigger type in response to the first editing instruction in the first graphical programming interface may include the following steps:

[0068] In response to a first graphic generation instruction in the sub-interface of the global trigger type, a first programming graphic of the global trigger type is generated.

[0069] Among them, in the sub-interface of the global trigger type, the graphic generation instruction triggered by the user is the first graphic generation instruction, which can trigger the generation of the first programming graphic of the global trigger type. For example, in the sub-interface of the global trigger type, the user can add the first programming graphic of the global trigger type through the programming graphic control. This provides a relatively simple way to edit the global trigger type, and is conducive to the user to distinguish the global trigger type from the programming graphics of other trigger types.

[0070] Continue to refer Figure 2 In step S230, during the game running phase, in response to the first game running instruction for the game level combination, the first game level and the at least one second game level are run, and the first target code corresponding to the first programming graphic is loaded during the running process of the first game level and the running process of the second game level.

[0071] Among them, the first game running instruction is an instruction to select and run a game level combination. For example, in the game lobby interface, the user can select different game levels or game level combinations, the user selects a game level combination including the first game level and the second game level, and confirms that the instruction to start the game is the first game running instruction. In response to the first game running instruction, the game level combination is run, that is, each game level in the game level combination is run in sequence. If the order of different game levels is set in the game level combination, each game level is run in sequence according to the order, such as running the first game level first, and after the game in the first game level ends (such as all game characters reach the end, or reach the specified round time), continue to run the second game level. Alternatively, a mechanism for level jump can be set in the first game level (or the second game level), the mechanism corresponds to a specific second game level (or the first game level), the first game level is run first, and when the game character triggers the mechanism, the operation of the first game level is ended, and it is switched to run the second game level corresponding to the mechanism.

[0072] The first target code is the code corresponding to the first programming graph. Since the first programming graph is a programming graph of a global trigger type. During the operation of each game level in the game level combination, the first target code is loaded. In this exemplary embodiment, loading the first target code may mean loading the first target code into the memory and executing the first target code under certain circumstances, such as executing the first target code in response to the triggering condition of the first target code (such as a specific event occurring in the game). In this way, the game logic of the first programming graph can be implemented in each game level combination of the game level combination.

[0073] In one embodiment, the running of the first game level and at least one second game level may include the following steps:

[0074] Running the first game level by loading a first level code corresponding to the first game level, wherein the first level code includes a first target code;

[0075] The second game level is run by loading the second level code and the first target code corresponding to the second game level; or the second game level is run by loading the second level code including the first target code.

[0076] In this exemplary embodiment, the level code is a code generated according to the information (such as programming graphics) edited by the user in the graphical programming interface. When running a game level, the corresponding level code needs to be loaded to implement the logic of the gameplay, rules, etc. in the game level. The first level code is the level code corresponding to the first game level, and the second level code is the level code corresponding to the second game level. The first level code and the second level code can be the same or different.

[0077] In one embodiment, the game editing method may further include the following steps:

[0078] A first level code is generated according to a first programming graphic group edited in a first graphical programming interface; the first programming graphic group includes a first programming graphic.

[0079] The first programming graphic group may be a combination of all programming graphics edited by the user in the first graphical programming interface, including the first programming graphic, and may also include programming graphics of other trigger types (such as level trigger types). Each programming graphic in the first programming graphic group corresponds to a section of code, and these codes are combined according to the combination and arrangement of the programming graphics in the first programming graphic group to form a first level code, and the first level code includes the first target code.

[0080] By loading the first level code, the processor can execute each code segment in the first level code according to the code sequence or code logic, thereby running the first game level and realizing the gameplay, rules and other logic in the first game level.

[0081] In one embodiment, the game editing method may further include at least one of the following steps:

[0082] Generate a second level code according to a second programming graphic group edited in a second graphical programming interface; wherein the second graphical programming interface is a graphical programming interface corresponding to a second game map, and the second game map corresponds to a second game level;

[0083] A second level code is generated according to the first level code.

[0084] Exemplarily, the user can edit the second game map and edit the second programming graphic group in the corresponding second graphical programming interface, thereby generating the corresponding second level code. For example, in the game editing stage, the second game map is loaded to display the second game editing scene corresponding to the second game map in the graphical user interface; in response to the second trigger instruction in the second game editing scene, the second graphical programming interface is displayed. All programming graphics edited by the user in the second graphical programming interface can form a second programming graphic group, and the corresponding code is the second level code.

[0085] In one embodiment, when the first game level is associated with the second game level, the programming graph of the global trigger type edited in the first graphical programming interface (i.e., the first programming graph) is displayed in the second graphical programming interface. In this way, the second programming graph group includes the first programming graph, and the second level code includes the first target code.

[0086] In one embodiment, when the first game level is associated with the second game level, the programming graph of the global trigger type edited in the first graphical programming interface (i.e., the first programming graph) is not displayed in the second graphical programming interface. In this way, the second programming graph group does not include the first programming graph, and the second level code does not include the first target code.

[0087] In addition, the second level code may also be generated based on the first level code. For example, when the first game level and the second game level are already associated, the second game level may inherit part or all of the level code of the first game level, such as by adaptively adjusting some parameters in the first level code to adapt to the scene, character and other information in the second game level, thereby obtaining the second level code.

[0088] Two methods of generating the second level code are provided above. If the second level code does not include the first target code, the second game level can be run by loading the second level code and the first target code. If the second level code includes the first target code, the second game level can be run by loading the second level code (without having to load the first target code separately). During the running of the second game level, the game logic of the first programming graph can be implemented.

[0089] In one embodiment, the game editing method may further include the following steps:

[0090] During the running process of the game level combination, the global trigger code in the first level code and the second level code is kept loaded; the global trigger code includes the code corresponding to the programming graphics of the global trigger type.

[0091] The global trigger code may include the first target code mentioned above, and may also include codes corresponding to other programming graphics of global trigger types (such as programming graphics of global trigger types in the second game level). When the game level combination starts to run, the global trigger codes of each game level are loaded into the memory. When the game level is switched (such as switching from running the first game level to running the second game level), the global trigger code is not unloaded, and the loading state is maintained until the game level combination runs to the end. In this way, it is ensured that the game logic corresponding to the global trigger code can be implemented in the entire process of running the game level combination.

[0092] The above describes the implementation scheme of the programming graph of the global trigger type. In one implementation, the user is supported to edit the programming graph of the level trigger type, which is described below.

[0093] In one embodiment, reference Figure 5 As shown, the game editing method may further include the following steps S510 and S520:

[0094] Step S510 , generating a second programming graphic of a level triggering type in response to a second editing instruction in the first graphical programming interface.

[0095] Among them, the level trigger type is another trigger type different from the global trigger type. The information of the level trigger type is effective for the current game level (that is, the game level corresponding to the game map currently edited by the user), and is not effective for other game levels. The second programming graphic is a programming graphic of the level trigger type, which means that the game logic of the second programming graphic is effective for the first game level, but not for the second game level. In this way, the unique game logic of different game levels can be realized, so that different game levels in the game level combination have a certain degree of independence from each other, and the diversity of the game level combination is improved.

[0096] The second editing instruction is an instruction for generating a programming graphic of a level trigger type. In one embodiment, the user can create a new programming graphic in the first graphical programming interface, such as adding a new programming graphic through a programming graphic control, and set the trigger type of the programming graphic, such as setting the trigger type to a level trigger type. The second editing instruction includes operation instructions for creating a new programming graphic and setting the level trigger type, and the programming graphic is the second programming graphic.

[0097] In one embodiment, the first graphical programming interface includes a sub-interface of a level trigger type. The sub-interface is used to edit a programming graph of the level trigger type.

[0098] In one embodiment, the game editing method may further include the following steps:

[0099] In the game editing stage, a first game map is loaded to display a corresponding first game editing scene in a graphical user interface;

[0100] In the case where the programming graphics have not been edited for the first game map, in response to the second trigger instruction in the first game editing scene, the control jumps from the first game editing scene to the first graphical programming interface, and displays the sub-interface of the level trigger type.

[0101] If the programming graph has not been edited for the first game map, when entering the first graphical programming interface, there is no programming graph in the first graphical programming interface, and the sub-interface of the level trigger type can be displayed by default. This makes it easier for the user to edit the second programming graph of the level trigger type.

[0102] If the programming graph has been edited for the first game map, in response to the second trigger instruction in the first game editing scene, the control jumps from the first game editing scene to the first graphical programming interface, and displays the sub-interface where the edited programming graph is located. If the user has previously edited a programming graph of a global trigger type, when entering the first graphical programming interface, the sub-interface of the global trigger type is displayed, so that the user can first see the edited programming graph, which is more convenient. If there are edited programming graphs of multiple trigger types, the sub-interfaces can be displayed in a preset order. For example, the preset order can be a sequence of level trigger type, global trigger type, and other trigger types, which means that if the edited programming graph includes a programming graph of a level trigger type, when entering the first graphical programming interface, the sub-interface of the level trigger type is displayed first. If the edited programming graph does not include a programming graph of a level trigger type, but includes a programming graph of a global trigger type, when entering the first graphical programming interface, the sub-interface of the global trigger type is displayed first. If the edited programming graph does not include a programming graph of a level trigger type, nor a programming graph of a global trigger type, when entering the first graphical programming interface, sub-interfaces of other trigger types are displayed.

[0103] In one embodiment, the generating of the second programming graphic of the level trigger type in response to the second editing instruction in the first graphical programming interface may include the following steps:

[0104] In response to the second graphic generation instruction in the sub-interface of the level trigger type, a second programming graphic of the level trigger type is generated.

[0105] Among them, in the sub-interface of the level trigger type, the graphic generation instruction triggered by the user is a second graphic generation instruction, which can trigger the generation of the second programming graphic of the level trigger type. For example, in the sub-interface of the level trigger type, the user can add the second programming graphic of the level trigger type through the programming graphic control. This provides a relatively simple editing method for the level trigger type, and is conducive to the user to distinguish the programming graphics of the level trigger type from other trigger types. For example, the programming graphic in the sub-interface of the global trigger type is the global trigger type, and the programming graphic in the sub-interface of the level trigger type is the level trigger type, which is not easy to confuse.

[0106] Step S520, during the game running phase, the second target code corresponding to the second programming graphic is loaded during the running of the first game level, and the second target code is not loaded during the running of the second game level.

[0107] The second target code is the code corresponding to the second programming graphic. Since the second programming graphic is a level trigger type, the second target code is not effective throughout the running process of the game level combination, but is only effective during the running process of the first game level, and is not effective during the running process of the second game level. Specifically, the second target code can be loaded during the running process of the first game level, and the second target code is executed in response to the triggering condition of the second target code. The second target code is not loaded during the running process of the second game level. In this way, the game logic of the second programming graphic is only implemented in the first game level.

[0108] In one embodiment, the above-mentioned loading of the second target code corresponding to the second programming graphic during the running of the first game level may include the following steps:

[0109] In response to a second game execution instruction for the first game level, loading a second target code;

[0110] In response to the first game level running being finished, the loaded second target code is removed.

[0111] It should be understood that in response to the above-mentioned first game running instruction, the game level combination starts to run. When a certain game level is run according to the order of the game levels or the level jump logic, the game running instruction for the game level needs to be triggered. Among them, the second game running instruction is the running instruction for the first game level. In response to the second game running instruction, the second target code is loaded, such as loading the second target code into the memory. In response to the end of the first game level running, the loaded second target code is removed, such as unloading the second target code from the memory. In this way, it is ensured that the second target code is loaded only during the running process of the first game level, and the second target code is not loaded during the running process of other game levels.

[0112] In one embodiment, the level code corresponding to each game level (including the first game level and the second game level) in the game level combination may include a global trigger code, that is, a code corresponding to a programming graphic of a global trigger type, and may also include a non-global trigger code, that is, a code corresponding to a programming graphic of a non-global trigger type (such as a level trigger type). For example, the global trigger code in the first level code includes a first target code, and the non-global trigger code includes a second target code. In response to the first game running instruction, the global trigger code in the level code corresponding to each game level is loaded, and the loading state of the global trigger code is maintained during the running process of the game level combination; in response to the second game running instruction, the non-global trigger code in the first level code is loaded; in response to the end of the running of the first game level, the non-global trigger code in the loaded first level code is removed; in response to the third game running instruction for the second game level, the non-global trigger code in the second level code is loaded; in response to the end of the running of the second game level, the non-global trigger code in the loaded second level code is removed. This ensures that the global trigger code is globally effective, and the non-global trigger code is only effective during the running process of a specific game level.

[0113] The above describes the implementation scheme of the programming graph of the level trigger type. In one implementation, the user is supported to edit the programming graph of the role trigger type, which is described below.

[0114] In one embodiment, the game editing method may further include the following steps:

[0115] In response to a third editing instruction in the first graphical programming interface, generating a third programming graphic of a role trigger type;

[0116] In the game running stage, during the running process of the first game level and the running process of the second game level, in response to creating a target game character, a third target code corresponding to the third programming graphic is loaded; the target game character is the game character corresponding to the third programming graphic.

[0117] Among them, the information of the role trigger type is information that is effective for a specific game character. The third programming graph is a programming graph of the role trigger type. Generally, when editing the third programming graph of the role trigger type, the user can specify that the third programming graph corresponds to the target game character, and the game logic of the third programming graph is only effective for the target game character, and is not effective for other game characters. In this way, the unique game logic of different game characters can be realized, and the diversity of game editing information can be improved.

[0118] The third editing instruction is an instruction for generating a programming graph of a character trigger type. In one embodiment, a user can create a new programming graph in the first graphical programming interface, such as adding a new programming graph through a programming graph control, and set the trigger type of the programming graph, such as setting the trigger type to a character trigger type and specifying its corresponding game character. The third editing instruction includes operation instructions for creating a new programming graph and setting the character trigger type, and the programming graph is the third programming graph.

[0119] In one embodiment, the first graphical programming interface includes a sub-interface of a role trigger type. The sub-interface is used to edit a programming graph of the role trigger type. The above-mentioned response to the third editing instruction in the first graphical programming interface to generate a third programming graph of the role trigger type may include the following steps:

[0120] In response to a third graphic generation instruction in the sub-interface of the character trigger type, a third programming graphic of the character trigger type is generated.

[0121] Among them, in the sub-interface of the role trigger type, the graphic generation instruction triggered by the user is a third graphic generation instruction, which can trigger the generation of a third programming graphic of the role trigger type. For example, in the sub-interface of the role trigger type, the user can add the third programming graphic of the role trigger type through the programming graphic control. This provides a relatively simple editing method for the role trigger type, and is conducive to the user to distinguish the programming graphics of the role trigger type from other trigger types. For example, the programming graphic in the sub-interface of the global trigger type is the global trigger type, and the programming graphic in the sub-interface of the role trigger type is the role trigger type, which is not easy to confuse.

[0122] In one embodiment, the game editing method may further include the following steps:

[0123] In the game editing stage, a first game map is loaded to display a corresponding first game editing scene in a graphical user interface;

[0124] In response to a third trigger instruction for preset character parameters in the first game editing scene, displaying a preset character editing interface;

[0125] In response to the fourth trigger instruction in the preset character editing interface, the control jumps from the preset character editing interface to the first graphical programming interface, and displays the sub-interface of the character trigger type; wherein the third target code corresponding to the third programming graphic generated in the sub-interface of the character trigger type is used to control the target game character, and the target game character is a game character created based on the preset character parameters.

[0126] Among them, the preset role parameters are preset parameters for creating game characters. In the case of configuring the preset role parameters, the user can use the preset role parameters to quickly create a game character, and the created game character inherits the preset role parameters, so that the user does not need to edit each parameter for the game character, which can improve the editing efficiency. The preset role parameters can be regarded as a game role template. This exemplary embodiment allows the user to edit the preset role parameters, that is, the user can customize the configuration of the game role template. The third trigger instruction is an instruction to trigger the start of editing the preset role parameters, and the preset role editing interface is used to edit the preset role parameters. Exemplarily, a function option for editing presets is provided in the first game editing scene. After the user clicks the function option, the editable preset objects are displayed, including the preset role. If the user chooses to edit the preset role, the third trigger instruction is generated and the preset role editing interface is displayed. In the preset role editing interface, a control or option of a graphical programming function can be provided. When the user clicks the control or option, a fourth trigger instruction is generated, which triggers the jump from the preset role editing interface to the first graphical programming interface, and displays the sub-interface of the role trigger type. At this time, the user can edit the third programming graphic of the generated role trigger type in the sub-interface, and the third programming graphic can be associated with the preset role parameters. Game characters created based on preset character parameters (including game characters created by users using preset character parameters, or game characters subsequently created using preset character parameters) are all target game characters corresponding to the third programming graphic, that is, the game logic of the third programming graphic is effective for game characters created based on preset character parameters.

[0127] The third target code is the code corresponding to the third programming graphic. In the game running stage, in the running process of the first game level and the running process of the second game level, in response to creating a target game character, the third target code is loaded. In addition, in response to destroying the target game character (if the target game character is not set in the second game level, the target game character can be destroyed when the second game level is started, or when the previous game level is finished), the loaded third target code is removed. It can be seen that the third target code is no longer associated with a certain game level, but is associated with the target game character. This is conducive to users editing more diverse game logic.

[0128] In one embodiment, the game characters (such as player characters) of each game level in the game level combination can be set to be the same, so that the programming graphics of the character trigger type are effective for each game level, and the character trigger type can be regarded as a special form of the global trigger type.

[0129] The above describes the implementation scheme of the programming graph of the role trigger type. In one implementation, the user is supported to edit the programming graph of the object trigger type, which is described below.

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

[0131] In response to a fourth editing instruction in the first graphical programming interface, generating a fourth programming graphic of the object trigger type;

[0132] During the game running stage, during the running process of the first game level and the running process of the second game level, in response to creating a target virtual object, a fourth target code corresponding to the fourth programming graphic is loaded; the target virtual object is a virtual object corresponding to the fourth programming graphic.

[0133] Among them, the information of the object trigger type is information that is effective for a specific virtual object (it can be a virtual object other than a game character, such as a scene component in a game scene, or it can include a game character, and the above-mentioned character trigger type can be regarded as a special form of the object trigger type). The fourth programming graphic is a programming graphic of the object trigger type. Generally, when editing the fourth programming graphic of the object trigger type, the user can specify that the fourth programming graphic corresponds to the target virtual object, then the game logic of the fourth programming graphic is only effective for the target virtual object, and is not effective for other virtual objects. In this way, unique game logic for different virtual objects can be implemented, and the diversity of game editing information can be improved.

[0134] The fourth editing instruction is an instruction for generating a programming graphic of an object trigger type. In one embodiment, a user can create a new programming graphic in the first graphical programming interface, such as adding a new programming graphic through a programming graphic control, and set the trigger type of the programming graphic, such as setting the trigger type to an object trigger type and specifying its corresponding virtual object. The fourth editing instruction includes operation instructions for creating a new programming graphic and setting the object trigger type, and the programming graphic is the fourth programming graphic.

[0135] In one embodiment, the first graphical programming interface includes a sub-interface of an object trigger type. The sub-interface is used to edit a programming graph of the object trigger type. In response to a fourth editing instruction in the first graphical programming interface, generating a fourth programming graph of the object trigger type may include the following steps:

[0136] In response to a fourth graphic generation instruction in the sub-interface of the object trigger type, a fourth programming graphic of the object trigger type is generated.

[0137] Among them, in the sub-interface of the object trigger type, the graphic generation instruction triggered by the user is a fourth graphic generation instruction, which can trigger the generation of the fourth programming graphic of the object trigger type. For example, in the sub-interface of the object trigger type, the user can add the fourth programming graphic of the object trigger type through the programming graphic control. This provides a relatively simple editing method for the object trigger type, and is conducive to the user to distinguish the programming graphics of the object trigger type from other trigger types. For example, the programming graphics in the sub-interface of the global trigger type are global trigger types, and the programming graphics in the sub-interface of the object trigger type are object trigger types, which are not easy to confuse.

[0138] In one embodiment, the game editing method may further include the following steps:

[0139] In the game editing stage, a first game map is loaded to display a corresponding first game editing scene in a graphical user interface;

[0140] In response to a fifth trigger instruction for a preset object parameter in the first game editing scene, displaying a preset object editing interface;

[0141] In response to the sixth trigger instruction in the preset object editing interface, the control jumps from the preset object editing interface to the first graphical programming interface, and displays the object trigger type sub-interface; wherein the fourth target code corresponding to the fourth programming graphic generated in the object trigger type sub-interface is used to control the target virtual object, and the target virtual object is a virtual object created based on the preset object parameters.

[0142] Among them, the preset object parameters are preset parameters for creating virtual objects. In the case of configuring the preset object parameters, the user can use the preset object parameters to quickly create a virtual object, and the created virtual object inherits the preset object parameters, so that the user does not need to edit each parameter for the virtual object, which can improve the editing efficiency. The preset object parameters can be regarded as a virtual object template. This exemplary embodiment allows the user to edit the preset object parameters, that is, the user can customize the configuration of the virtual object template. The sixth trigger instruction is an instruction to trigger the start of editing the preset object parameters, and the preset object editing interface is used to edit the preset object parameters. Exemplarily, a function option for editing presets is provided in the first game editing scene. After the user clicks the function option, the editable preset objects are displayed, including the preset objects. If the user chooses to edit the preset object, the sixth trigger instruction is generated and the preset object editing interface is displayed. In the preset object editing interface, a control or option of a graphical programming function can be provided. When the user clicks the control or option, a sixth trigger instruction is generated, triggering the jump from the preset object editing interface to the first graphical programming interface, and displaying the sub-interface of the object trigger type. At this time, the user can edit the fourth programming graphic of the generated object trigger type in the sub-interface, and the fourth programming graphic can be associated with the preset object parameters. Virtual objects created based on preset object parameters (including virtual objects created by users using preset object parameters, or virtual objects subsequently created using preset object parameters) are all target virtual objects corresponding to the fourth programming graphic, that is, the game logic of the fourth programming graphic is effective for virtual objects created based on preset object parameters.

[0143] The fourth target code is a code corresponding to the fourth programming graphic. In the game running stage, in the running process of the first game level and the running process of the second game level, in response to creating a target virtual object, the fourth target code is loaded. In addition, in response to destroying the target virtual object (if the target virtual object is not set in the second game level, the target virtual object can be destroyed when the second game level is started, or when the previous game level ends), the loaded fourth target code is removed. It can be seen that the fourth target code is no longer associated with a certain game level, but is associated with the target virtual object. This is conducive to users editing more diverse game logic.

[0144] The above introduces the implementation scheme of programming graphics of different trigger types. In one embodiment, the game editing method may also include the following steps:

[0145] Providing a trigger type selection control in the first graphical programming interface;

[0146] In response to a selection instruction for a trigger type selection control, a target trigger type is determined among multiple trigger types, and a sub-interface of the target trigger type is controlled to be displayed in a graphical programming interface; the target trigger type is a global trigger type, a level trigger type, a character trigger type or an object trigger type.

[0147] For example, refer to Figure 6 As shown, a trigger type selection control 601 can be provided in the first graphical programming interface in the form of a tab, including controls corresponding to each trigger type. If the user clicks the control corresponding to the global trigger type (i.e., the "global trigger" control), the sub-interface of the global trigger type is displayed in the first graphical programming interface. If the user clicks the control corresponding to the level trigger type (i.e., the "level trigger" control), the sub-interface of the global trigger type displayed in the first graphical programming interface is switched to the sub-interface of the level trigger type. In this way, it is very convenient to switch between sub-interfaces of different trigger types and edit programming graphics of different trigger types.

[0148] In one embodiment, when the first game level is not associated with other game levels, in response to associating the first game level with at least one second game level, the trigger type of the edited programming graphics in the first game level can be kept unchanged, that is, the edited programming graphics of the level trigger type for the first game level is still the programming graphics of the level trigger type, the edited programming graphics of the character trigger type is still the programming graphics of the character trigger type, and the edited programming graphics of the object trigger type is still the programming graphics of the object trigger type.

[0149] In one embodiment, when a first programming graph of a global trigger type is edited and generated in the first graphical programming interface, if a second graphical programming interface is entered, the first programming graph can be displayed in the second graphical programming interface.

[0150] In one embodiment, when the third programming graph of the role trigger type is edited and generated in the first graphical programming interface, since each game level in the game level combination sets the same game character (such as the player character), the role trigger type can be regarded as a special form of the global trigger type. If the second graphical programming interface is entered, the third programming graph can be displayed in the second graphical programming interface.

[0151] In one embodiment, the game editing method may further include the following steps:

[0152] In response to a sixth editing instruction in the first graphical programming interface, generating a global variable;

[0153] During the game running phase, global variables are loaded during the running process of the first game level and the running process of the second game level.

[0154] Among them, the global variable is a variable that is globally effective during the operation of the game level combination, that is, a variable that is effective for each game level in the game level combination. The sixth editing instruction is an instruction for generating a global variable. For example, in the first graphical programming interface, the user can create a variable and set the type of the variable to a global variable, or the user can create a variable in the sub-interface of the global variable, and the created variable is a global variable.

[0155] During the game running phase, global variables are loaded during the running process of the first game level and the running process of the second game level. For example, in response to starting to run the first game level, global variables are loaded, and then the loading state of the global variables is maintained until the game level combination runs to the end. In this way, the continuity of global variables between different game levels can be achieved. For example, a global variable of the total score of the player in the game level combination can be set, and at the end of each game level, the total score is updated according to the player's score in this game level. It can be seen that through global variables, some unified game logic such as gameplay and rules in the game level combination can be implemented, which is convenient for users to edit the game level combination.

[0156] In one embodiment, the loading of global variables during both the running process of the first game level and the running process of the second game level may include the following steps:

[0157] Loading global variables during the running of the first game level, and updating the global variables according to the running information of the first game level;

[0158] During the running process of the second game level, a level temporary variable corresponding to the global variable is created, the level temporary variable is updated according to the running information of the second game level, and in response to the end of the running of the second game level, the global variable is updated according to the updated level temporary variable.

[0159] Among them, the level temporary variable is a variable created to carry the value of the global variable during the operation of a certain game level. Exemplarily, the above-mentioned global variable is a global variable created in the first graphical programming interface, that is, a global variable created for the first game level. The global variable is loaded during the operation of the first game level, and the global variable is updated according to the operation information of the first game level. For example, the global variable is the total score of the player, and the total score is updated according to the score obtained by the player in the first game level. In response to the operation of the second game level, a corresponding level temporary variable can be created to inherit the value of the global variable. In this way, the second game level can use the global variable. During the operation of the second game level, operations such as modifying the level temporary variable are equivalent to operating the global variable. At the end of the operation of the second game level, the global variable is updated according to the updated level temporary variable. In this way, the global logic of the global variable is realized.

[0160] In one embodiment, the game editing method may further include the following steps:

[0161] In response to a seventh editing instruction in the first graphical programming interface, generating a level variable;

[0162] During the game running phase, the level variables are loaded during the running process of the first game level, and the level variables are not loaded during the running process of the second game level.

[0163] Among them, the level variable is a variable that is only effective for a specific game level. The seventh editing instruction is an instruction for generating a level variable. For example, in the first graphical programming interface, the user can create a variable and set the type of the variable to a level variable, or the user can create a variable in the sub-interface of the level variable, and the created variable is a level variable.

[0164] In the game running stage, the level variables are loaded during the running of the first game level, and the level variables are not loaded during the running of the second game level. For example, in response to starting to run the first game level, the level variables are loaded, and in response to the end of the running of the first game level, the loaded level variables are removed. Through the level variables, the unique game logic in a single game level can be better implemented, so that different game levels are distinguished, and the diversity of editing is improved.

[0165] Figure 7The schematic diagram of information processing during the game level operation process is shown. When the game level combination starts to run, global information can be loaded, including global trigger codes and global variables in the level code of each game level. During the operation of each game level, non-global information of each game level can be loaded, including non-global trigger codes and level variables in the level code of each game level, and combined with the global information to form the information required for the operation of each game level, thereby running each game level.

[0166] The exemplary embodiment of the present disclosure also provides a game editing device. Figure 8 As shown, the game editing device 800 includes the following program modules:

[0167] The interface display processing module 810 is configured to display a first graphical programming interface corresponding to the first game map in the graphical user interface during the game editing stage; the first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction;

[0168] The graphical programming processing module 820 is configured to generate a first programming graphic of a global trigger type in response to a first editing instruction in the first graphical programming interface when the first game level corresponding to the first game map and at least one second game level form a game level combination;

[0169] The game running processing module 830 is configured to run the first game level and the at least one second game level in response to the first game running instruction for the game level combination during the game running stage, and load the first target code corresponding to the first programming graphic during the running process of the first game level and the running process of the second game level.

[0170] In one embodiment, the running of the first game level and the at least one second game level includes:

[0171] Running the first game level by loading a first level code corresponding to the first game level, wherein the first level code includes the first target code;

[0172] The second game level is run by loading the second level code corresponding to the second game level and the first target code; or the second game level is run by loading the second level code including the first target code.

[0173] In one embodiment, the game editing device 800 is further configured to:

[0174] During the running process of the game level combination, the global trigger code in the first level code and the second level code is kept loaded; the global trigger code includes the code corresponding to the programming graphic of the global trigger type.

[0175] In one embodiment, the game editing device 800 is further configured to:

[0176] The first level code is generated according to a first programming graphic group edited in the first graphical programming interface; the first programming graphic group includes the first programming graphic.

[0177] In one embodiment, the game editing device 800 is further configured to perform at least one of the following steps:

[0178] Generate the second level code according to the second programming graphic group edited in the second graphical programming interface; wherein the second graphical programming interface is a graphical programming interface corresponding to the second game map, and the second game map corresponds to the second game level;

[0179] The second level code is generated according to the first level code.

[0180] In one embodiment, the first graphical programming interface includes a sub-interface of a global trigger type; the generating of a first programming graphic of a global trigger type in response to a first editing instruction in the first graphical programming interface includes:

[0181] In response to a first graphic generation instruction in the sub-interface of the global trigger type, a first programming graphic of the global trigger type is generated.

[0182] In one embodiment, the game editing device 800 is further configured to:

[0183] In response to a second editing instruction in the first graphical programming interface, generating a second programming graphic of a level trigger type;

[0184] In the game running phase, the second target code corresponding to the second programming graphic is loaded during the running of the first game level, and the second target code is not loaded during the running of the second game level.

[0185] In one embodiment, the step of loading the second target code corresponding to the second programming graphic during the running of the first game level includes:

[0186] In response to a second game running instruction for the first game level, loading the second target code;

[0187] In response to the first game level running being finished, the loaded second target code is removed.

[0188] In one embodiment, the first graphical programming interface includes a sub-interface of a level trigger type; and in response to a second editing instruction in the first graphical programming interface, generating a second programming graphic of a level trigger type includes:

[0189] In response to the second graphic generation instruction in the sub-interface of the level trigger type, a second programming graphic of the level trigger type is generated.

[0190] In one embodiment, the game editing device 800 is further configured to:

[0191] In the game editing stage, the first game map is loaded to display the corresponding first game editing scene in the graphical user interface;

[0192] In the case where the programming graphics for the first game map have not been edited, in response to the second trigger instruction in the first game editing scene, control is performed to jump from the first game editing scene to the first graphical programming interface, and a sub-interface of the level trigger type is displayed.

[0193] In one embodiment, the game editing device 800 is further configured to:

[0194] In response to a third editing instruction in the first graphical programming interface, generating a third programming graphic of a role trigger type;

[0195] In the game running stage, during the running process of the first game level and the running process of the second game level, in response to creating a target game character, the third target code corresponding to the third programming graphic is loaded; the target game character is the game character corresponding to the third programming graphic.

[0196] In one embodiment, the first graphical programming interface includes a sub-interface of a role trigger type; the generating of a third programming graphic of a role trigger type in response to a third editing instruction in the first graphical programming interface includes:

[0197] In response to a third graphic generation instruction in the sub-interface of the character trigger type, a third programming graphic of the character trigger type is generated.

[0198] In one embodiment, the game editing device 800 is further configured to:

[0199] In response to a fourth editing instruction in the first graphical programming interface, generating a fourth programming graphic of an object trigger type;

[0200] In the game running stage, during the running process of the first game level and the running process of the second game level, in response to creating a target virtual object, a fourth target code corresponding to the fourth programming graphic is loaded; the target virtual object is a virtual object corresponding to the fourth programming graphic.

[0201] In one embodiment, the first graphical programming interface includes a sub-interface of an object trigger type; the generating of a fourth programming graphic of an object trigger type in response to a fourth editing instruction in the first graphical programming interface includes:

[0202] In response to a fourth graphic generation instruction in the sub-interface of the object trigger type, a fourth programming graphic of the object trigger type is generated.

[0203] In one embodiment, the game editing device 800 is further configured to:

[0204] In the game editing stage, the first game map is loaded to display the corresponding first game editing scene in the graphical user interface;

[0205] In response to a fifth trigger instruction for a preset object parameter in the first game editing scene, displaying a preset object editing interface;

[0206] In response to the sixth trigger instruction in the preset object editing interface, control jumps from the preset object editing interface to the first graphical programming interface, and displays the sub-interface of the object trigger type; wherein the fourth target code corresponding to the fourth programming graphic generated in the sub-interface of the object trigger type is used to control the target virtual object, and the target virtual object is a virtual object created based on the preset object parameters.

[0207] In one embodiment, the game editing device 800 is further configured to:

[0208] Providing a trigger type selection control in the first graphical programming interface;

[0209] In response to a selection instruction for the trigger type selection control, a target trigger type is determined among multiple trigger types, and a sub-interface of the target trigger type is controlled to be displayed in the graphical programming interface; the target trigger type is a global trigger type, a level trigger type, a character trigger type or an object trigger type.

[0210] In one embodiment, the game editing device 800 is further configured to:

[0211] In the game editing stage, the first game map is loaded to display the corresponding first game editing scene in the graphical user interface;

[0212] In response to a fifth editing instruction in the first game editing scene, the first game level is associated with the at least one second game level to form the game level combination.

[0213] In one embodiment, the game editing device 800 is further configured to:

[0214] In response to a sixth editing instruction in the first graphical programming interface, generating a global variable;

[0215] In the game running phase, the global variable is loaded during the running process of the first game level and the running process of the second game level.

[0216] In one embodiment, loading the global variable during both the running process of the first game level and the running process of the second game level includes:

[0217] Loading the global variable during the running of the first game level, and updating the global variable according to the running information of the first game level;

[0218] During the running of the second game level, a level temporary variable corresponding to the global variable is created, the level temporary variable is updated according to the running information of the second game level, and in response to the end of the running of the second game level, the global variable is updated according to the updated level temporary variable.

[0219] In one embodiment, the game editing device 800 is further configured to:

[0220] generating a level variable in response to a seventh editing instruction in the first graphical programming interface;

[0221] In the game running stage, the level variables are loaded during the running process of the first game level, and the level variables are not loaded during the running process of the second game level.

[0222] 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.

[0223] 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.

[0224] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game editing method is implemented.

[0225] 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.

[0226] 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.

[0227] 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).

[0228] 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 following steps can be performed: step S210, in the game editing stage, the first graphical programming interface corresponding to the first game map is displayed in the graphical user interface; the first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to the first trigger instruction; step S220, in the case where the first game level corresponding to the first game map and at least one second game level form a game level combination, in response to the first editing instruction in the first graphical programming interface, a first programming graphic of a global trigger type is generated; step S230, in the game running stage, in response to the first game running instruction for the game level combination, the first game level and the above-mentioned at least one second game level are run, and the first target code corresponding to the first programming graphic is loaded during the running process of the first game level and the running process of the second game level.

[0229] The above method steps are implemented by a computer program. When the first game level is associated with the second game level to form a game level combination, a first programming graphic of a global trigger type can be edited and generated in the first graphical programming interface, and its corresponding first target code is effective for both the first game level and the second game level. On the one hand, a global editing method for the game level combination is provided, which can share the editing information in the first game level in each game level of the game level combination, reduce the amount of editing for users to edit a single game level, simplify the editing process, and improve editing efficiency. On the other hand, by editing the programming graphic of the global trigger type, the game logic such as unified gameplay or rules in the game level combination can be realized, which can meet the user's editing needs for the game level combination and improve the editing effect.

[0230] 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.

[0231] Reference below Fig. 9 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig. 9The electronic device 900 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0232] like Fig. 9 As shown, the electronic device 900 may include: a processor 910 , a memory 920 , a bus 930 , an I / O (input / output) interface 940 , a network adapter 950 , and a display 960 .

[0233] The memory 920 may include a volatile memory, such as a RAM 921, a cache unit 922, and may also include a non-volatile memory, such as a ROM 923. The memory 920 may also include one or more program modules 924, such program modules 924 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 924 may include each module in the above-mentioned device.

[0234] The processor 910 may include one or more processing units. For example, the processor 910 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0235] The processor 910 can be used to execute executable instructions stored in the memory 920, such as the following steps: step S210, in the game editing stage, displaying a first graphical programming interface corresponding to the first game map in the graphical user interface; the first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction; step S220, in the case where the first game level corresponding to the first game map and at least one second game level form a game level combination, in response to the first editing instruction in the first graphical programming interface, generate a first programming graphic of a global trigger type; step S230, in the game running stage, in response to the first game running instruction for the game level combination, run the first game level and the above-mentioned at least one second game level, and load the first target code corresponding to the first programming graphic during the running process of the first game level and the running process of the second game level.

[0236] By executing the above method steps through the processor 910, when the first game level is associated with the second game level to form a game level combination, a first programming graphic of a global trigger type can be edited and generated in the first graphical programming interface, and its corresponding first target code is effective for both the first game level and the second game level. On the one hand, a global editing method for the game level combination is provided, which can share the editing information in the first game level in each game level of the game level combination, reduce the amount of editing for users to edit a single game level, simplify the editing process, and improve editing efficiency. On the other hand, by editing the programming graphic of the global trigger type, the game logic such as unified gameplay or rules in the game level combination can be realized, which can meet the user's editing needs for the game level combination and improve the editing effect.

[0237] The bus 930 is used to realize the connection between different components of the electronic device 900, and may include a data bus, an address bus, and a control bus.

[0238] The electronic device 900 can communicate with one or more external devices 1000 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 940 .

[0239] The electronic device 900 can communicate with one or more networks through the network adapter 950. For example, the network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 950 can communicate with other modules of the electronic device 900 through the bus 930.

[0240] The electronic device 900 can display a graphical user interface through the display 960, such as displaying a game editing scene, a game running scene, etc.

[0241] although Fig. 9 Not shown, other hardware and / or software modules may also be provided in the electronic device 900, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.

[0242] 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".

[0243] 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 first graphical programming interface corresponding to the first game map is displayed in the graphical user interface; the first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction; In a case where a first game level corresponding to the first game map and at least one second game level form a game level combination, generating a first programming graphic of a global trigger type in response to a first editing instruction in the first graphical programming interface; In the game running stage, in response to a first game running instruction for the game level combination, the first game level and the at least one second game level are run, and the first target code corresponding to the first programming graphic is loaded during the running process of the first game level and the running process of the second game level.

2. The method according to claim 1, characterized in that The running of the first game level and the at least one second game level comprises: Running the first game level by loading a first level code corresponding to the first game level, wherein the first level code includes the first target code; The second game level is run by loading the second level code corresponding to the second game level and the first target code; or the second game level is run by loading the second level code including the first target code.

3. The method according to claim 2, characterized in that The method further comprises: During the running process of the game level combination, the global trigger code in the first level code and the second level code is kept loaded; the global trigger code includes the code corresponding to the programming graphic of the global trigger type.

4. The method according to claim 2, characterized in that: The method further comprises: The first level code is generated according to a first programming graphic group edited in the first graphical programming interface; the first programming graphic group includes the first programming graphic.

5. The method according to claim 2, characterized in that: The method further comprises at least one of the following steps: Generate the second level code according to the second programming graphic group edited in the second graphical programming interface; wherein the second graphical programming interface is a graphical programming interface corresponding to the second game map, and the second game map corresponds to the second game level; The second level code is generated according to the first level code.

6. The method according to claim 1, characterized in that The first graphical programming interface includes a sub-interface of a global trigger type; the generating of a first programming graph of a global trigger type in response to a first editing instruction in the first graphical programming interface includes: In response to a first graphic generation instruction in the sub-interface of the global trigger type, a first programming graphic of the global trigger type is generated.

7. The method according to claim 1, characterized in that The method further comprises: In response to a second editing instruction in the first graphical programming interface, generating a second programming graphic of a level trigger type; In the game running phase, the second target code corresponding to the second programming graphic is loaded during the running of the first game level, and the second target code is not loaded during the running of the second game level.

8. The method according to claim 7, characterized in that The step of loading the second target code corresponding to the second programming graphic during the running of the first game level includes: In response to a second game running instruction for the first game level, loading the second target code; In response to the first game level running being finished, the loaded second target code is removed.

9. The method according to claim 7, characterized in that: The first graphical programming interface includes a sub-interface of a level trigger type; the generating a second programming graphic of a level trigger type in response to a second editing instruction in the first graphical programming interface includes: In response to the second graphic generation instruction in the sub-interface of the level trigger type, a second programming graphic of the level trigger type is generated.

10. The method according to claim 9, characterized in that The method further comprises: In the game editing stage, the first game map is loaded to display the corresponding first game editing scene in the graphical user interface; In the case where the programming graphics for the first game map have not been edited, in response to the second trigger instruction in the first game editing scene, control is performed to jump from the first game editing scene to the first graphical programming interface, and display the sub-interface of the level trigger type.

11. The method according to claim 1, characterized in that: The method further comprises: In response to a third editing instruction in the first graphical programming interface, generating a third programming graphic of a role trigger type; In the game running stage, during the running process of the first game level and the running process of the second game level, in response to creating a target game character, the third target code corresponding to the third programming graphic is loaded; the target game character is the game character corresponding to the third programming graphic.

12. The method according to claim 11, characterized in that The first graphical programming interface includes a sub-interface of a role trigger type; the generating of a third programming graphic of a role trigger type in response to a third editing instruction in the first graphical programming interface includes: In response to a third graphic generation instruction in the sub-interface of the character trigger type, a third programming graphic of the character trigger type is generated.

13. The method according to claim 1, characterized in that The method further comprises: In response to a fourth editing instruction in the first graphical programming interface, generating a fourth programming graphic of an object trigger type; In the game running stage, during the running process of the first game level and the running process of the second game level, in response to creating a target virtual object, a fourth target code corresponding to the fourth programming graphic is loaded; the target virtual object is a virtual object corresponding to the fourth programming graphic.

14. The method according to claim 13, characterized in that The first graphical programming interface includes a sub-interface of an object trigger type; the fourth programming graphic of the object trigger type is generated in response to a fourth editing instruction in the first graphical programming interface, including: In response to a fourth graphic generation instruction in the sub-interface of the object trigger type, a fourth programming graphic of the object trigger type is generated.

15. The method according to claim 14, characterized in that The method further comprises: In the game editing stage, the first game map is loaded to display the corresponding first game editing scene in the graphical user interface; In response to a fifth trigger instruction for a preset object parameter in the first game editing scene, displaying a preset object editing interface; In response to the sixth trigger instruction in the preset object editing interface, control jumps from the preset object editing interface to the first graphical programming interface, and displays the sub-interface of the object trigger type; wherein the fourth target code corresponding to the fourth programming graphic generated in the sub-interface of the object trigger type is used to control the target virtual object, and the target virtual object is a virtual object created based on the preset object parameters.

16. The method according to any one of claims 6, 9-10, 12, 14-15, characterized in that: The method further comprises: Providing a trigger type selection control in the first graphical programming interface; In response to a selection instruction for the trigger type selection control, a target trigger type is determined among multiple trigger types, and a sub-interface of the target trigger type is controlled to be displayed in the graphical programming interface; the target trigger type is a global trigger type, a level trigger type, a character trigger type or an object trigger type.

17. The method according to claim 1, characterized in that The method further comprises: In the game editing stage, the first game map is loaded to display the corresponding first game editing scene in the graphical user interface; In response to a fifth editing instruction in the first game editing scene, the first game level is associated with the at least one second game level to form the game level combination.

18. The method according to claim 1, characterized in that The method further comprises: In response to a sixth editing instruction in the first graphical programming interface, generating a global variable; In the game running phase, the global variable is loaded during the running process of the first game level and the running process of the second game level.

19. The method according to claim 18, characterized in that The loading of the global variable during both the running process of the first game level and the running process of the second game level includes: Loading the global variable during the running of the first game level, and updating the global variable according to the running information of the first game level; During the running of the second game level, a level temporary variable corresponding to the global variable is created, the level temporary variable is updated according to the running information of the second game level, and in response to the end of the running of the second game level, the global variable is updated according to the updated level temporary variable.

20. The method according to claim 1, characterized in that The method further comprises: generating a level variable in response to a seventh editing instruction in the first graphical programming interface; In the game running stage, the level variables are loaded during the running process of the first game level, and the level variables are not loaded during the running process of the second game level.

21. A game editing device, characterized in that: The device comprises: The interface display processing module is configured to display a first graphical programming interface corresponding to the first game map in the graphical user interface during the game editing stage; the first graphical programming interface provides a programming graphic control, and the programming graphic control is configured to generate a corresponding programming graphic in the first graphical programming interface in response to a first trigger instruction; a graphical programming processing module configured to generate a first programming graphic of a global trigger type in response to a first editing instruction in the first graphical programming interface when a first game level corresponding to the first game map and at least one second game level form a game level combination; The game running processing module is configured to run the first game level and the at least one second game level in response to a first game running instruction for the game level combination during the game running stage, and load the first target code corresponding to the first programming graphic during the running process of the first game level and the running process of the second game level.

22. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 20 is implemented.

23. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 20 by executing the executable instructions.