Game event processing method and apparatus, storage medium, and electronic device

By setting event configuration information during the game editing stage, the problem of high barriers to entry for game event editing functions is solved, enabling players to customize editing, improving the convenience and flexibility of game event editing, and enriching game content.

CN119971502BActive Publication Date: 2026-01-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311499802.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-10
Publication Date
2026-01-30
Estimated Expiration
2043-11-10

AI Technical Summary

Technical Problem

The existing game event editing function has a high barrier to entry, requiring players to have a certain programming mindset and making it difficult to customize and edit events, thus hindering its widespread adoption among players.

Method used

This invention provides a game event handling method. By acquiring first event configuration information and second event configuration information, users can set the event initiator, receiver, triggering conditions, and driving events during the game editing stage, generate corresponding event configuration information, and implement logic control during the game running stage. This reduces the threshold for event editing and improves convenience and ease of use.

Benefits of technology

Users can customize and edit game events, simplifying the operation, lowering the barrier to entry, increasing the game's freedom and content richness, and improving the flexibility and freedom of event editing.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a game event handling method, apparatus, storage medium, and electronic device, relating to the fields of computer and game technology. The method includes: acquiring first event configuration information and second event configuration information; the first event configuration information is event configuration information generated during the game editing stage based on first user settings; during the game running stage, when a first virtual object triggers an event triggering condition, a trigger event is generated based on the first event configuration information and sent to a second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver; if the second virtual object and the second event configuration information are associated, and the trigger event and the driving event are consistent, then the target event is executed on the second virtual object. This disclosure lowers the barrier to entry for using game event editing functions.
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Description

Technical Field

[0001] This disclosure relates to the field of computer and game technology, and in particular to a game event handling method, a game event handling apparatus, a computer-readable storage medium, and an electronic device. Background Technology

[0002] With the development of computer and human-computer interaction technologies, games have become an important form of daily entertainment. Games require various events to implement gameplay logic. For example, events can be set for NPCs (Non-Player Characters). When a player interacts with an NPC, the event is triggered, causing the NPC to perform specific actions.

[0003] Currently, game events are generally written by game developers using professional programming languages ​​and logic, and do not support player-defined event editing. While some games offer the ability for players to customize events, these are mostly implemented using scripting tools, requiring players to have a certain level of programming thinking. This makes the use of event editing features quite difficult. Summary of the Invention

[0004] This disclosure provides a game event handling method, a game event handling device, a computer-readable storage medium, and an electronic device, to at least partially solve the problem of high barriers to entry for event editing functions in related technologies.

[0005] According to a first aspect of this disclosure, a game event handling method is provided, the method comprising: acquiring first event configuration information and second event configuration information; the first event configuration information being event configuration information generated during the game editing stage based on first user settings information; the first user settings information including an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information being event configuration information generated during the game editing stage based on second user settings information; the second user settings information including a driving event and a target event; during the game running stage, when a first virtual object triggers the event triggering condition, the triggering event is generated according to the first event configuration information, and the triggering event is sent to a second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver; if the second virtual object and the second event configuration information are associated, and if the triggering event and the driving event are consistent, then the target event is executed on the second virtual object.

[0006] According to a second aspect of this disclosure, a game event handling apparatus is provided, the apparatus comprising: an event configuration information acquisition module configured to acquire first event configuration information and second event configuration information; the first event configuration information is event configuration information generated during the game editing stage based on first user settings information; the first user settings information includes an event initiator, an event receiver corresponding to the event initiator, an event triggering condition, and a triggering event; the second event configuration information is event configuration information generated during the game editing stage based on second user settings information; the second user settings information includes a driving event and a target event; an event triggering processing module configured to, during the game running stage, when a first virtual object triggers the event triggering condition, generate the triggering event based on the first event configuration information and send the triggering event to a second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver; and a target event processing module configured to, if the second virtual object and the second event configuration information are associated, control the execution of the target event on the second virtual object if the triggering event and the driving event are consistent.

[0007] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the game event handling method of the first aspect described above and its possible implementations.

[0008] According to a fourth aspect of this 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 perform the game event handling method of the first aspect and possible implementations thereof by executing the executable instructions.

[0009] The technical solution disclosed herein has the following beneficial effects:

[0010] On the one hand, it provides a user-defined event editing function. During the game editing phase, users can generate first event configuration information by setting event initiators, event receivers, triggering events, and event triggering conditions, and generate second event configuration information by setting driving events and target events, thus implementing the corresponding logic during game execution. The required settings are relatively simple, requiring no programming knowledge from the user, thereby lowering the barrier to entry for event editing, simplifying the user's editing operation, and improving the convenience and ease of use of event editing, which is conducive to its widespread adoption among players. Furthermore, users can edit events for different virtual objects or scene components in the game to achieve the desired game logic, increasing the game's freedom and enriching its content. On the other hand, users can flexibly set event initiators and event receivers to edit objects related to game logic, increasing the freedom of users in editing game events and enabling batch editing. Moreover, decoupling the first and second event configuration information, and associating them through triggering and driving events, also increases the flexibility and freedom of users in editing game events. Attached Figure Description

[0011] Figure 1 This illustration shows a system architecture diagram of an exemplary embodiment.

[0012] Figure 2 This diagram illustrates a flowchart of a game event handling method in this exemplary embodiment;

[0013] Figure 3 A sub-flowchart of a game event handling method in this exemplary embodiment is shown;

[0014] Figure 4 A schematic diagram illustrating a game editing scenario in this exemplary embodiment is shown;

[0015] Figure 5 A schematic diagram of a scene component of a preset type is shown in this exemplary embodiment;

[0016] Figure 6 A schematic diagram illustrating an event editing interface in this exemplary embodiment is shown;

[0017] Figure 7 This diagram illustrates a flowchart of editing first event configuration information in this exemplary embodiment;

[0018] Figure 8 This diagram illustrates an event triggering interface in this exemplary embodiment.

[0019] Figure 9 A schematic diagram of an event type setting interface in this exemplary embodiment is shown;

[0020] Figure 10 A schematic diagram illustrating another event editing interface in this exemplary embodiment is shown;

[0021] Figure 11 This diagram illustrates the structure of a game event handling device according to this exemplary embodiment.

[0022] Figure 12 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0023] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0024] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0025] In games, events are used to advance the game's progress and support gameplay logic. Related technologies provide players with event editing capabilities through scripting tools. For example, some games use triggers and Lua scripts to implement event editing. This requires players to have a certain level of programming thinking, such as an understanding of conditional statements and variables, thus making event editing relatively difficult to use. Furthermore, players need to edit events using text and statements, which is not intuitive, and players sometimes find it difficult to understand the actual effects of the edited events. These issues hinder the widespread adoption of event editing features among players.

[0026] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game event handling method.

[0027] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, it can display game editing scenes, game running scenes, and other interfaces in the GUI. The server 120 generally refers to the backend system providing game services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The game event handling method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.

[0028] In one implementation, the game event handling method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game or editing a game scene, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

[0029] In one implementation, the game event handling method can be implemented in a single-player game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game event handling method can be executed.

[0030] In one implementation, reference Figure 2 As shown, the game event handling method may include the following steps S210 to S230:

[0031] Step S210: Obtain first event configuration information and second event configuration information; the first event configuration information is the event configuration information generated during the game editing stage based on the first user setting information; the first user setting information includes the event initiator, the event receiver corresponding to the event initiator, the event triggering condition, and the triggering event; the second event configuration information is the event configuration information generated during the game editing stage based on the second user setting information; the second user setting information includes the driving event and the target event;

[0032] Step S220: During the game running phase, when the first virtual object triggers the event triggering condition, a triggering event is generated according to the first event configuration information and sent to the second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver;

[0033] In step S230, if the second virtual object and the second event configuration information are associated, and the triggering event and the driving event are consistent, then the target event is executed on the second virtual object.

[0034] exist Figure 2 The method described provides, on the one hand, a user-defined event editing function. During the game editing phase, users can generate first event configuration information by setting event initiators, event receivers, triggering events, and event triggering conditions, and generate second event configuration information by setting driving events and target events, thus implementing the corresponding logic during game execution. The required settings are relatively simple, requiring no programming knowledge from the user, thereby lowering the barrier to entry for event editing, simplifying the user's editing operation, and improving the convenience and ease of use of event editing, which is conducive to its widespread adoption among players. Furthermore, users can edit events for different virtual objects or scene components in the game to achieve the desired game logic, increasing the game's freedom and enriching its content. On the other hand, users can flexibly set event initiators and event receivers to edit game logic-related objects, increasing the freedom of user event editing and enabling batch editing. Moreover, decoupling the first and second event configuration information, and associating them through triggering and driving events, also increases the flexibility and freedom of user event editing.

[0035] The following is about Figure 2 Each step in the process will be explained in detail.

[0036] refer to Figure 2In step S210, first event configuration information and second event configuration information are obtained; the first event configuration information is the event configuration information generated in the game editing stage based on the first user setting information; the first user setting information includes the event initiator, the event receiver corresponding to the event initiator, the event triggering condition, and the triggering event; the second event configuration information is the event configuration information generated in the game editing stage based on the second user setting information; the second user setting information includes the driving event and the target event.

[0037] The first event configuration information and the second event configuration information are information expressing the game logic. The game logic of the first event configuration information can be: when the event initiator triggers the event triggering condition, it generates a triggering event and sends the triggering event to the event receiver. The event initiator is a virtual object or scene component in the game that can initiate a triggering event, and the event receiver is a virtual object or scene component that can receive the triggering event. In this article, the scene component is an object generated, used, or edited during the game editing stage. It can be a person or object (or a partial person or object) in the game editing scene. The scene component is configured to generate a corresponding virtual object during the game running stage. In the game, the scene component and the corresponding virtual object usually have the same appearance, so they can be considered as the same object. In the program, the scene component and the virtual object can be stored as different types of program objects. The event triggering condition refers to the condition that triggers the generation of the triggering event, which can be any type of condition. For example, the type of event triggering condition is related to the event type of the first event configuration information, and can include, but is not limited to, any one or more of the following: the event initiator enters a preset area, the timer associated with the event initiator reaches a preset time, the counter associated with the event initiator reaches a pre-designed value, etc. A trigger event can be understood as a signal transmitted between different virtual objects in the game. This signal indicates that the event triggering conditions in the initial event configuration information have been met. Trigger events can be identifying information, such as an event name or a string identifying the event. It's unnecessary to record specific event information in the trigger event, such as the event initiator triggering the event triggering conditions. Instead, the identifying information indicates that the event "the event initiator triggered the event triggering conditions" has occurred. This way, when transmitting signals, it's not necessary to transmit complete event information; only the identifying information needs to be transmitted, which helps reduce the overhead on servers or terminal devices.

[0038] The game logic for the second event configuration information can be as follows: when a virtual object associated with the second event configuration information receives a driving event, the target event is executed. The driving event is a prerequisite for executing the target event. Similar to the triggering event mentioned above, it can be understood as a signal in the game. When the signal received by the virtual object associated with the second event configuration information (i.e., the triggering event mentioned above) is the same as the driving event signal, the target event is triggered. The driving event can also be identifying information, such as an event name or a string identifying the event. Specific event information does not need to be recorded in the driving event, such as the event initiator triggering the event triggering conditions. When a triggering event is received, the triggering event can be compared with the identifying information of the driving event. If they match, it means that the event "event initiator triggers event triggering conditions" has occurred, and the target event is triggered. This eliminates the need to compare complete event information, only the identifying information, which also helps reduce the overhead of the server or terminal device. The target event is the final executed or effective event result. The target event can be any type of event. For example, the type of the target event is related to the event type of the second event configuration information, and can be any one or more of the following, but is not limited to: motion event, action event, attribute adjustment event, effect event, etc.

[0039] During the game editing phase, users can set the event initiator, the corresponding event receiver, the event triggering conditions, and the triggering event, thereby generating the first user setting information. Based on the first user setting information, first event configuration information is then generated. Users can also set driving events and target events, thereby generating second user setting information, and based on the second user setting information, second event configuration information is generated.

[0040] It should be noted that this publicly available solution supports players in customizing and editing game events or game scenes. Therefore, the term "user" in this article can refer to either a player or a game developer.

[0041] The following provides an exemplary description of the editing process for the first event configuration information and the second event configuration information.

[0042] In one implementation, the game event handling method may further include a process of editing and generating first event configuration information and second event configuration information during the game editing phase, as described above. Figure 3 As shown, the steps S310 to S330 may be included:

[0043] Step S310: Display the game editing scene in the graphical user interface provided by the running game program; the game editing scene includes a second scene component and a third scene component; the second scene component is configured to generate a corresponding second virtual object during the game running phase.

[0044] The game program provides game scene editing functionality. Users can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. A game scene in edit mode refers to a game scene displayed in the graphical user interface. A game scene in edit mode can include the scene's background and one or more pre-generated scene components. These components can be built-in to the game scene in edit mode (e.g., the game program can provide various preset game scenes with different styles, and users can choose a preset game scene to edit, which initially includes scene components), or they can be user-generated scene components.

[0045] In one implementation, when displaying a game editing scene, the graphical user interface may also display one or more scene component operation controls. (See reference) Figure 4 As shown, the scene component operation controls can include controls such as "block component", "cylinder component", and "semi-cylinder component", which are used to generate corresponding scene components in the game editing scene in response to user operations on the controls. For example, if the user clicks or drags the "block component" control, a block component can be generated in the game editing scene.

[0046] In one implementation, the game program may come with one or more scene components, such as scene components that are pre-configured and stored in the game program by the game developer, and may provide corresponding scene component operation controls so that players can easily use these scene components to edit the scene, such as adding scene components with one click in the game scene editing.

[0047] In one implementation, players can pre-configure scene components. Players can create these components by modeling them in the game's editing scene or other editing interfaces. Corresponding scene component operation controls can also be provided for the pre-configured scene components. When pre-configuring scene components, one or more parameters such as position, orientation, size, material, and color can be configured. This allows users to directly access the configured information when using these scene components in the game's editing scene, which is very convenient and efficient. Of course, users can also adjust the configured information in the scene components, such as adjusting one or more of the above parameters, to better suit their needs and preferences.

[0048] In one implementation, multiple scene components can be combined into a scene component combination. For example, a block component can be combined onto the circular surface of a cylindrical component to form a roller-shaped scene mechanism, which is a scene component combination. This allows for the creation of complex and diverse virtual models of people or objects within the game. Corresponding scene component operation controls can also be configured for these combinations, enabling users to easily add or generate scene component combinations with a single click during game scene editing.

[0049] For ease of distinction, a single scene component can be referred to as a basic scene component. It is indivisible and can be considered the smallest unit of composition in a game editing scene. Unless otherwise specified, the term "scene component" in this article can refer to either a basic scene component or a combination of scene components.

[0050] In one implementation, a virtual camera can be set up in the game editing scene. A virtual camera is a tool in the game program that simulates a real camera to capture game scene footage. It can be set up anywhere in the game editing scene and capture the game scene from any perspective; that is, the virtual camera can have any pose in the game scene, which can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene footage.

[0051] The game editing scene can present two different perspectives: the observation perspective and the game perspective. Users can choose which perspective to use in the relevant settings interface of the game editing scene. The observation perspective refers to viewing the game editing scene from a third-person point of view. In the observation perspective, users do not control the game character but directly control the virtual camera to move the view (the virtual camera is not displayed). The game perspective refers to viewing the game editing scene from a first-person point of view. In the game perspective, users can control a game character, which can be bound to the virtual camera. This means the positional relationship between the game character and the virtual camera is fixed; for example, the game character can be located at the virtual camera's focus point. When the user moves the game character, the virtual camera moves synchronously, thus moving the view. Of course, in the observation perspective, invisible game characters can also be set in the game editing scene, equivalent to hiding the game character in the game perspective. When moving the view, users can move the virtual camera by moving the game character. In both the observation and game perspectives, the game editing scene can be equipped with virtual joysticks, up / down controls, etc., which users can use to move the virtual camera or the game character.

[0052] The second and third scene components are scene components in the game's scene editing interface. They can be the same component or different components. For example, if the first and second event configuration information can be edited for the same component, then that component is both the second and third scene component. The second and third scene components can be any scene component, or, if the game restricts editing to only predefined type scene components, then both the second and third scene components are predefined type scene components. For example, see [reference]. Figure 5 As shown, the game program provides different types of scene components, such as "Basic," "Hanging Scroll," "Decoration," "Props," "Function," and "Personnel." Under each type's label, corresponding scene component operation controls are displayed. Users can manipulate these controls to generate scene components in the game editing scene. Preset types can include "Function" and "Personnel." After adding scene components of these two types to the game editing scene, users can use them as second or third scene components for subsequent editing of first or second event configuration information. For scene components of non-preset types, first or second event configuration information cannot be edited. In one implementation, the second scene component can be a scene component of the first preset type, and the third scene component can be a scene component of the second preset type. The first and second preset types can not be completely identical; for example, the first preset type includes the "Function" type, and the second preset type includes the "Personnel" type.

[0053] The second scene component is configured to generate a corresponding second virtual object during the game runtime phase. In other words, the second scene component is the object corresponding to the second virtual object during the game editing phase.

[0054] Step S320: Respond to the first event editing instruction for the third scene component, obtain the first user setting information according to the first event editing instruction, and generate the first event configuration information according to the first user setting information.

[0055] The first event editing command is an editing operation command for setting the first user settings information. The first user settings information includes the event initiator, the event receiver corresponding to the event initiator, the event triggering condition, and the triggering event. The user can set each of these items. By obtaining the first user settings information and completing the editing, the corresponding first event configuration information can be generated.

[0056] In one implementation, the game editing scene may further include a first scene component, which is configured to generate a corresponding first virtual object during game execution. Therefore, the event initiator may include the first scene component. In one implementation, the third scene component and the first scene component may be different components; that is, the object used to edit the first event configuration information may not be the event initiator. In another implementation, the third scene component and the first scene component are the same component; that is, the object used to edit the first event configuration information may be the event initiator.

[0057] In one implementation, the event initiator may include a third scene component or any scene component. For example, two options regarding the event initiator can be provided, from which the user can choose to complete the setting of the event initiator.

[0058] In one implementation, the above response to a first event editing instruction of a third scene component, obtaining first user setting information based on the first event editing instruction, and generating first event configuration information based on the first user setting information may include the following steps:

[0059] In response to an event editing trigger operation on the third scene component, display the event editing interface of the third scene component;

[0060] Obtain the event receiver and triggering event based on the editing operations in the event editing interface;

[0061] The event initiator and event triggering conditions can be obtained based on the editing operations in the event editing interface, or based on the setting operations of the event type in the first event configuration information.

[0062] Generate the first event configuration information based on the event initiator, event receiver, event triggering conditions, and triggering event.

[0063] The event editing trigger operation is the action that initiates the editing of an event. For example, when the third scene component is selected, you can choose to add an event, or select to add an event in the relevant settings interface of the third scene component (such as the property settings interface). These operations are event editing trigger operations. Responding to the editing trigger operation, the event editing interface is displayed. Figure 6A schematic diagram of an event editing interface is shown. The third scene component 601 can be a character component in the game editing scene, and its event editing interface can be displayed as a sub-interface within the game editing scene, such as on the right side of the graphical user interface or in any other location. Users can perform editing operations in this event editing interface, specifically setting the event initiator, event receiver, event triggering conditions, and triggering events. Specifically, the user-set entry-area trigger event or exit-area trigger event is the event triggering condition, and the event set in the control bar for the entry-area trigger event or exit-area trigger event is the triggering event. Alternatively, only the event receiver and triggering event can be set in the event editing interface. When setting the event type in the first event configuration information, the event initiator and event triggering conditions can be obtained based on the setting operations.

[0064] Once the above settings are completed, the first event configuration information can be generated based on the set event initiator, event receiver, event triggering conditions, and triggering event.

[0065] The following describes the specific editing process for users in the event editing interface.

[0066] In one implementation, reference Figure 7 As shown, obtaining the event receiver and triggering event based on the editing operation in the event editing interface may include the following steps S710 and S720:

[0067] Step S710: Respond to the trigger event addition operation in the event editing interface and obtain the trigger event.

[0068] The event addition operation is used to add event triggers, such as in... Figure 6 In the event editing interface shown, users can add trigger events by using the control bar that allows them to trigger events when entering or leaving an area.

[0069] In one implementation, the above-mentioned response to the trigger event addition operation in the event editing interface, and the acquisition of the trigger event, may include the following steps:

[0070] In response to the event addition operation in the event editing interface, the event addition interface is displayed.

[0071] Retrieve the event information entered in the event triggering interface. If the entered event information is consistent with the event information of an already generated event, the already generated event will be used as the trigger event. If the entered event information is inconsistent with the event information of an already generated event, a new event will be generated based on the entered event information to serve as the trigger event.

[0072] For example, in Figure 6In the event editing interface shown, when a user clicks the "+" icon in the control bar for entering or leaving an area to trigger an event, this action adds the event and displays the event addition interface. For example... Figure 8 As shown, clicking the "+" icon will bring up a sub-interface of the event menu, which is the event triggering interface. This interface can display one or more generated events, which can be events previously created by the user. The generated events can be arranged in a specific order, such as by the time of most recent use or the order in which they were created. Users can select a generated event in the interface and confirm it as the trigger event. Alternatively, users can enter event information, such as the event name or event number. The game program will automatically search for identical event information among the generated events. If found, the corresponding generated event will be used as the trigger event. If an event matching the entered information is found, it will be marked as selected (e.g., highlighted), and confirmed by the user as the trigger event. If no event is found, it means the entered event information does not match any of the generated events. In this case, a new event will be generated based on the entered information; for example, if the entered event information is an event name, a new event will be generated with that name and used as the trigger event.

[0073] The event triggering interface provides a convenient way to add triggering events, further simplifying user editing operations and improving editing efficiency.

[0074] Step S720: Respond to the first setting operation of setting the event initiator and event receiver in the event editing interface, and obtain the event initiator and event receiver.

[0075] The first setting operation can be an action of entering or selecting the event receiver in the event editing interface. For example, in Figure 6 In the event editing interface shown, users can make selections in the event receiver's control bar; this selection is the first setting operation. The event receiver's control bar provides several optional options. For example, an event receiver can include a specific scene component (such as a second or third scene component), a scene component located in a certain area (such as a preset area), or any scene component. Furthermore, during the first setting operation, users can set certain conditions for the event receiver; scene components or virtual objects that meet these conditions will become event receivers.

[0076] By adding the trigger event and setting the first step as described above, you can complete the settings for the trigger event and the event receiver in the event editing interface.

[0077] In one implementation, continue to refer to Figure 7 As shown, obtaining the event initiator and event triggering conditions based on the editing operation in the event editing interface may include the following steps S730 and S740:

[0078] Step S730: Respond to the second setting operation of setting the event initiator in the event editing interface, and obtain the event initiator.

[0079] The second setting operation can be an action of entering or selecting the event initiator in the event editing interface. For example, in... Figure 6 In the event editing interface shown, users can make selections in the event initiator's control bar; this selection is the second setting operation. The event initiator's control bar provides a number of selectable options. For example, the event initiator can include a specific scene component (such as the third scene component itself, i.e., the "current component") or any scene component. Furthermore, when performing the second setting operation, users can set certain conditions for the event initiator; scene components or virtual objects that meet these conditions will become the event initiators.

[0080] Step S740: Respond to the third setting operation in the event editing interface to set the event triggering conditions, and determine the event triggering conditions based on the event type of the first event configuration information and the third setting operation.

[0081] The event type in the first event configuration information can be an event triggering condition or a type of triggering event. For example, the event type in the first event configuration information can include one or more of the following: region trigger type, timer trigger type, count trigger type, and periodic trigger type.

[0082] The third setting operation is used to set the conditions for event triggering. For example, in Figure 6 In the event editing interface shown, users can set a preset area and choose whether to trigger the event upon entering or leaving the area. These operations are the third setting operations.

[0083] The details of the event triggering conditions that users can set differ depending on the event type. For example, if the event type in the first event configuration information is a region-triggered type, the third setting operation for setting the event triggering conditions in the event editing interface, which determines the event triggering conditions based on the event type in the first event configuration information and the third setting operation, may include the following steps:

[0084] The response is to the third setting operation in the event editing interface to set the preset area. The preset area is determined according to the third setting operation, and the event triggering condition is determined according to the area triggering type: the event initiator enters the preset area, or the event initiator leaves the preset area.

[0085] For example, in Figure 6 In the event editing interface shown, users can set the shape of a preset area, or the interface can provide controls to set parameters such as the size of the preset area, allowing users to make relevant settings. This determines the preset area. Based on the user-defined preset area and the event type (area trigger type), the event triggering condition can be determined. Specifically, if the user enters a trigger event in the control bar for entering the area, the event triggering condition is that the event initiator enters the preset area. If the user enters a trigger event in the control bar for leaving the area, the event triggering condition is that the event initiator leaves the preset area.

[0086] In one implementation, when the preset area is determined according to the third setting operation, the preset area can also be displayed in the game editing scene. For example, refer to... Figure 6 As shown, when a user sets a preset area, the preset area 603 can be displayed in the game editing scene. It can be displayed in any way, such as a dashed frame or a transparent graphic, allowing the user to intuitively see the actual setting effect. Furthermore, the preset area can be set to be visible or invisible during game execution; this can be set by the user or automatically determined by the game program.

[0087] In one implementation, the event editing interface may provide a positioning control for a preset area, such as... Figure 6 The positioning icon to the right of the "Preset Area" indicates that a trigger operation on this positioning control will align the viewing angle in the game editing scene with the preset area. For example, in the game editing scene, the user might move the view outside the preset area while performing other operations, causing the preset area to not be displayed on the screen. When the user triggers the positioning control, the viewing angle can be immediately adjusted to align with the preset area. Specifically, the user can pan, rotate, or perform other operations on the virtual camera in the game editing scene to align the virtual camera's optical axis or focus with the preset area. This allows the user to quickly find the preset area, facilitating further editing operations. For example, the user can select the preset area and then move, rotate, scale, or perform other editing operations on it.

[0088] In one implementation, the game event handling method may further include the following steps:

[0089] Determine the initial position and / or initial size of the preset area based on the position and / or size of the third scene component.

[0090] For example, the initial position of the reference point of the preset area can be determined based on the position of the reference point of the third scene component, and the initial size of the preset area in different directions can be determined based on the size of the third scene component in different directions. Figure 6 For example, the user sets a hemispherical preset area. When generating this preset area 603, its bottom center (i.e., reference point) can be located at the bottom center of the third scene component 601. The Z-axis dimension (i.e., height) of the third scene component 601 is multiplied by a certain coefficient (such as 2, 3, etc., the specific value can be determined based on experience) as the initial dimension of the preset area on the Z-axis. The initial dimensions in other directions can be determined using a similar method.

[0091] In one implementation, the game event handling method may further include the following steps:

[0092] When the third scene component is moved, rotated, or scaled, the preset area is moved, rotated, or scaled synchronously.

[0093] For example, the positional relationship between a third scene component and a preset area can be bound. When the third scene component is moved, the preset area moves synchronously in the same direction and by the same distance. When the third scene component is rotated, the preset area rotates synchronously in the same direction and by the same angle. When the third scene component is scaled, the preset area scales synchronously by the same proportion. This makes it easy for players to edit and implement game event logic based on the third scene component.

[0094] In another implementation, the movement, rotation, and scaling of the third scene component can be decoupled from the movement, rotation, and scaling of the preset area. That is, when the third scene component is moved, rotated, or scaled, the preset area is not moved, rotated, or scaled synchronously, thus maintaining the position, orientation, and size of the preset area. If the user needs to adjust the preset area, they can perform movement, rotation, or scaling operations on the preset area separately.

[0095] The above explains how to set event trigger conditions in the first event configuration information for region-triggered types. The methods for setting event trigger conditions in the first event configuration information for other event types differ, but the specific content of the settings may vary. For example, in the first event configuration information for timer-triggered types, the user can set a preset time through a third setting operation. Based on the preset time and the timer trigger type, the event trigger condition is determined as: the timer associated with the event initiator reaches the preset time. In the first event configuration information for count-triggered types, the user can set a pre-designed value through a third setting operation. Based on the pre-designed value and the count trigger type, the event trigger condition is determined as: the counter associated with the event initiator reaches the pre-designed value.

[0096] pass Figure 7 This method enables accurate and convenient editing and settings for triggering events, event initiators, event receivers, and event triggering conditions, thereby improving user editing efficiency.

[0097] In one implementation, the above response to an event editing trigger operation of a third scene component, displaying the event editing interface of the third scene component, may include the following steps:

[0098] In response to an event editing trigger operation targeting the third scene component, display the event type settings interface;

[0099] In response to the settings operation in the event type settings interface, determine the event type of the first event configuration information, and display the event editing interface corresponding to the event type.

[0100] The event type settings interface is used to select the event type to be edited for the third scene component. Figure 9 A schematic diagram of the event type settings interface is shown. When responding to an event editing trigger operation, the event type settings interface can be displayed as a sub-interface in the game editing scene. The event type settings interface can include selection controls for different event types, such as selection controls for "Trigger Event Area" (i.e., area trigger type), "Timed Trigger," "Counting Trigger," and "Periodic Trigger." Users can perform settings operations in the event type settings interface, such as selecting event types using the selection controls. The event type of the first event configuration information is determined based on the selection result. This provides a convenient interactive method for setting event types. Once the event type of the first event configuration information is determined, the event editing interface corresponding to that event type can be displayed. For example, Figure 6 The event editing interface shown is the one corresponding to the region-triggered type. It should be understood that the event editing interfaces for different event types may differ; for example, the editable content may vary.

[0101] In one implementation, the event initiator and event triggering conditions can be obtained based on the event type settings in the first event configuration information. For example, if certain event types can only be triggered by the current component, the default event initiator is the current component (i.e., the third scene component). Alternatively, if certain event types have fixed event triggering conditions, those conditions are used by default. In other words, the user does not need to set the event initiator and event triggering conditions in the event editing interface. For instance, if the event type in the first event configuration information is set to "Enter Game Trigger," then the event initiator is determined to be the player character, and the event triggering condition is "Enter Game."

[0102] In one implementation, after responding to a first event editing instruction for a third scene component, obtaining first user setting information according to the first event editing instruction, and generating first event configuration information according to the first user setting information, an association relationship between the third scene component and the first event configuration information can be established.

[0103] In one implementation, the above response to a first event editing instruction of a third scene component, obtaining first user setting information based on the first event editing instruction, and generating first event configuration information based on the first user setting information may include the following steps:

[0104] If multiple first event addition operations are performed on the third scene component, the corresponding first user setting information is obtained according to the first event editing instruction of each first event addition operation, and the corresponding first event configuration information is generated according to the first user setting information, so as to obtain multiple first event configuration information corresponding to multiple first event addition operations.

[0105] The first event addition operation is used to add configuration information for the first event, and may include a series of related operations from triggering the edit event to making specific settings. In contrast, the second event addition operation described below is used to add configuration information for the second event. (See reference) Figure 9 As shown, in the event type settings interface, users can choose to add different event types. If the user selects an event type under the "Trigger Event" category, the related event editing operation will be the first event addition operation. If the user selects other categories such as "Motion Event" (e.g.,...), the user will be able to add the event type. Figure 9 For event types under categories such as "Action Events," "Attribute Adjustment Events," and "Effect Events" (not shown in the table), the related event editing operation is the second event addition operation.

[0106] Users are allowed to add multiple first events to the same third-scene component. In each first event addition operation, the user sets information such as the event initiator, event receiver, triggering event, and event triggering conditions. The first user settings information is obtained based on the first event editing instructions of each first event addition operation, and the corresponding first event configuration information is generated based on the first user settings information. Multiple first event configuration information is obtained through multiple first event addition operations.

[0107] In one implementation, multiple first user setting information can be obtained through a single first event addition operation, thereby generating multiple first event configuration information. For example, in Figure 6In the event editing interface shown, users can set an entry-area trigger event, add the corresponding trigger event, and set the corresponding event initiator and event receiver, thus generating one user setting information. Users can also set a exit-area trigger event in the same interface, add the corresponding trigger event, and set the corresponding event initiator and event receiver, thus generating another user setting information. In other words, in a single first event addition operation, two first user setting information entries are obtained, which in turn can generate two corresponding first event configuration information entries. The event initiator, event receiver, event triggering condition, and trigger event in these two first event configuration information entries are set separately by the user; therefore, the two first event configuration information entries can be different.

[0108] In one implementation, the event type of each first event configuration information is at least one of the following: area trigger type, timer trigger type, count trigger type, and periodic trigger type. In another implementation, at least two of the aforementioned first event configuration information have different event types; that is, multiple different types of first event configuration information can be set for the same third scene component. For example, for the same third scene component, area trigger type first event configuration information and timer trigger type first event configuration information can be edited. This allows the third scene component to implement corresponding game logic through different triggering mechanisms. In particular, combining multiple first event configuration information, or combining different types of first event configuration information, can achieve more complex game logic and enrich the game content.

[0109] It should be noted that the third scene component is an independent scene component that can carry multiple different types of first event configuration information to implement different types of triggering logic. In this exemplary embodiment, the type of the scene component is decoupled from the event type of the first event configuration information or the second event configuration information. For example, the first event configuration information or the second event configuration information of different event types is implemented as an attribute object independent of the scene component. This attribute object can be added to different types of scene components, and the same scene component can have first event configuration information or second event configuration information of different event types added. This enables the editing of multiple event logics for the same scene component.

[0110] In one implementation, a resource quantification value can be used to limit the number of first event configuration messages added to the same third scene component. The resource quantification value is an indicator used to quantify the resources consumed by an object. For example, each first event configuration message requires a certain amount of computing power, storage, and other resources, which can be comprehensively quantified to obtain the resource quantification value for each first event configuration message. A maximum resource quantification value can be set for the third scene component. When first event configuration messages are added to the third scene component, the resource quantification value of the third scene component increases. When the maximum resource quantification value is reached or approached, no more first event configuration messages can be added. This prevents users from editing overly complex scene components or event logic.

[0111] During game execution, the visibility of the third scene component can be set. For example, the third scene component can generate visible virtual objects (such as the third virtual object or the first virtual object) during game execution, or it can generate invisible attachment objects (such as an invisible spawn point) during game execution, for attaching to preset areas, etc.

[0112] Step S330: Respond to the second event editing instruction for the second scene component, obtain the second user setting information according to the second event editing instruction, generate the second event configuration information according to the second user setting information, and establish the association between the second scene component or the second virtual object and the second event configuration information.

[0113] The second event editing command is an editing operation command for setting second user settings information. The second user settings information includes driving events and target events, and the user can configure each of these. Figure 10 A schematic diagram of an event editing interface is shown, used for editing second user settings information. Taking a block component in a game editing scene as the second scene component 602, in response to an event editing trigger operation targeting the second scene component 602, the event editing interface of the second scene component 602 is displayed. For example, the user can... Figure 9 Select the "Absolute Position Motion" event type in the interface shown to trigger the display. Figure 10 The event editing interface shown ( Figure 10 The event type shown is "fixed-point teleportation," which can be considered equivalent to "absolute position movement." In this event editing interface, users can set the event that triggers the teleportation, i.e., the driving event. They can also set the component to be teleported, the destination location, etc., essentially setting a target event. Notes can also be added for later review and understanding. Based on the user's second event editing instructions, the system retrieves the second user settings information and generates the corresponding second event configuration information after editing is complete.

[0114] For details on editing the second event configuration information, please refer to the relevant content regarding the first event configuration information. For example, the method for setting the driving event can be the same as the method for setting the trigger event.

[0115] When generating second event configuration information, an association can be established between the second scene component or the second virtual object and the second event configuration information. This allows the logic in the second event configuration information to be executed subsequently based on the second scene component or the second virtual object.

[0116] In one implementation, the above response to a second event editing instruction for a second scene component, obtaining second user setting information based on the second event editing instruction, and generating second event configuration information based on the second user setting information may include the following steps:

[0117] If multiple second event addition operations are performed on the second scene component, the corresponding second user setting information is obtained according to the second event editing instruction of each second event addition operation, and the corresponding second event configuration information is generated according to the second user setting information, so as to obtain multiple second event configuration information corresponding to multiple second event addition operations.

[0118] The second event addition operation is used to add configuration information for a second event, and can include a series of related operations from triggering the editing event to making specific settings. Users are allowed to perform multiple second event addition operations on the same second scene component. In each second event addition operation, the user sets information such as the driving event and the target event. Thus, based on the second event editing instructions of each second event addition operation, the corresponding second user setting information is obtained, and the corresponding second event configuration information is generated based on the second user setting information. Multiple second event configuration information can be obtained through multiple second event addition operations.

[0119] In one implementation, multiple second user settings can be obtained through a single second event addition operation, thereby generating multiple second event configuration information, and these multiple second event configuration information can be different.

[0120] In one implementation, the event type of each second event configuration information is at least one of the following: motion event type, action event type, attribute adjustment event type, and effect event type. At least two of the aforementioned second event configuration information have different event types; that is, multiple different types of second event configuration information can be set for the same second scene component. For example, for the same second scene component, second event configuration information of the motion event type and second event configuration information of the attribute adjustment event type can be edited. This allows the second scene component to execute different types of target events, thereby implementing the corresponding game logic. In particular, combining multiple second event configuration information, or combining different types of second event configuration information, can achieve more complex game logic and enrich the game content.

[0121] The above explains how to edit and generate the first and second event configuration information during the game editing phase. The following explains how the first and second event configuration information function during the game runtime phase.

[0122] Continue to refer to Figure 2 In step S220, during the game running phase, when the first virtual object triggers the event triggering condition, a triggering event is generated according to the first event configuration information and sent to the second virtual object; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver.

[0123] The event initiator can include scene components set during the game editing phase, and the first virtual object can be a virtual object corresponding to one or more of these scene components. The event receiver can also include scene components set during the game editing phase, and the second virtual object can be a virtual object corresponding to one or more of these scene components. Alternatively, it can be understood that the first virtual object is the event initiator, and the second virtual object is the event receiver.

[0124] The game execution phase can include the phase where players actually play the game, or it can include the testing phase. For example, in the game editing scene, when the "Test" or "Demo" control is clicked, the game enters a testing state, which simulates the actual gameplay. Therefore, the testing phase can be considered a special type of game execution phase.

[0125] During game execution, when the first virtual object triggers an event, a trigger event is generated and passed to the second virtual object (the event receiver). For example, the event initiator is any scene component, the trigger condition is that the event initiator enters a preset area, and the trigger event is "Event_1". During game execution, when any virtual object in the game scene (the virtual object corresponding to any scene component is the event initiator) enters the preset area, the event trigger condition is met, "Event_1" is generated, and the event is sent to the second virtual object.

[0126] Continue to refer to Figure 2 In step S230, if the second virtual object and the second event configuration information are associated, and the triggering event and the driving event are consistent, then the target event is executed on the second virtual object.

[0127] As an event receiver, the second virtual object can receive trigger events sent by the first virtual object. If the second virtual object is not associated with the second event configuration information, no further processing such as determining whether the trigger event and the driving event are consistent will be performed. If the second virtual object is associated with the second event configuration information, it will be determined whether the received trigger event is consistent with the driving event in the second event configuration information. If they are consistent, the target event will be executed on the second virtual object, thereby implementing the logic in the second event configuration information.

[0128] It should be understood that not all event receivers may be associated with the second event configuration information. For example, during the game editing phase, event receivers may be set to scene components within a preset area, but not all scene components within that area may be associated with the second event configuration information; that is, the user may not have edited the second event configuration information for all scene components within the preset area. Event receivers not associated with the second event configuration information may still receive the triggered event, but they will not trigger the relevant game logic.

[0129] In one implementation, the control described above to execute the target event on the second virtual object may include one or more of the following methods:

[0130] ① If the event type in the second event configuration information is a motion event, then the second virtual object is controlled to perform corresponding motion based on the target event. In the motion event type, the target event can be a motion event, such as... Figure 10 The "fixed-point teleportation" event shown contains relevant motion information. When the target event is executed, the second virtual object can be controlled to perform the corresponding movement.

[0131] In one implementation, the motion event types include absolute position motion event types and relative position motion event types; if the event type of the second event configuration information is a motion event type, then controlling the second virtual object to perform corresponding motion according to the target event may include the following steps:

[0132] If the event type of the second event configuration information is an absolute position motion event type, then the second virtual object is controlled to move to the corresponding position according to the absolute position information in the target event;

[0133] If the event type of the second event configuration information is a relative position movement event type, then the second virtual object is controlled to move to a position that satisfies the relative position information of the specified virtual object according to the specified virtual object and the relative position information in the target event.

[0134] In the absolute position motion event type, the target event contains absolute position information, typically the destination position of the movement, such as a coordinate point in the world coordinate system. When the target event is executed, the second virtual object can be controlled to move to the corresponding position. In the relative position motion event type, the target event contains a specified virtual object and relative position information. The destination position needs to be determined based on the specified virtual object. If the relative position information can be polar coordinates (or offset values), then the direction and distance relative to the specified virtual object are determined according to the polar coordinates, thereby determining the destination position. When the target event is executed, the second virtual object can be controlled to move to that destination position. The specific movement method can be determined based on the target event, such as teleportation or uniform motion.

[0135] ② If the event type in the second event configuration information is an action event, then the second virtual object will be controlled to perform the corresponding action based on the target event. In the action event type, the target event can be an action event, such as jumping or attacking. When the target event is executed, the second virtual object can be controlled to perform the corresponding action or behavior.

[0136] ③ If the event type in the second event configuration information is an attribute adjustment event, then the attributes of the second virtual object are adjusted according to the target event. In the attribute adjustment event type, the target event can be an attribute adjustment event, such as changing color or size. When the target event is executed, the corresponding attributes of the second virtual object can be adjusted.

[0137] ④ If the event type in the second event configuration information is an effect event type, then the corresponding effect will be applied to the second virtual object according to the target event control. In the effect event type, the target event can be an effect event, such as adding special effects, disappearing, hiding, etc. When the target event is executed, the corresponding effect can be applied to the second virtual object.

[0138] In one implementation, the first user settings information further includes a preset area; the event triggering conditions include: the event initiator entering the preset area, or the event initiator leaving the preset area. The preset area can be information set in the first event configuration information of the area-triggered type. Users can also set preset areas and related event triggering conditions in other types of first event configuration information. Therefore, the event triggering conditions can include: the event initiator entering the preset area, or the event initiator leaving the preset area. During game operation, the presence or absence of virtual objects entering or leaving the preset area can be monitored to determine whether the event triggering conditions have been met.

[0139] In one implementation, if the second virtual object is associated with multiple second event configuration information, and the triggering event and the driving event are consistent, then controlling the execution of the target event on the second virtual object may include the following steps:

[0140] If the second virtual object receives one or more trigger events, and the trigger events are consistent with the driving events in the multiple second event configuration information, then the target events in the multiple second event configuration information are executed on the second virtual object.

[0141] For example, the second virtual object is associated with all three event configuration information sets: second event configuration information 1, second event configuration information 2, and second event configuration information 3. In second event configuration information 1, the driving event is event_1, and the target event is performing movement A; in second event configuration information 2, the driving event is event_2, and the target event is performing action B; in second event configuration information 3, the driving event is event_1, and the target event is adjusting color attributes. The second virtual object receives two trigger events, event_1 and event_2. By comparing these with the driving events in each of the aforementioned event configuration information sets, it is determined that the driving events in all three sets of event configuration information are satisfied. Therefore, three target events can be executed. The final effect could be that the second virtual object performs movement A, simultaneously performing action B and adjusting its color attributes during the movement. This demonstrates that relatively complex game logic can be implemented.

[0142] In one implementation, if the first virtual object is the virtual object corresponding to the event initiator in multiple first event configuration information, the above-mentioned generation of a trigger event according to the first event configuration information and sending the trigger event to the second virtual object when the first virtual object triggers the event triggering condition may include the following steps:

[0143] When the first virtual object triggers the event triggering conditions in multiple first event configuration information, a triggering event for different event receivers is generated according to each first event configuration information, and the triggering event is sent to one or more second virtual objects respectively; the one or more second virtual objects are virtual objects corresponding to the event receivers in different first event configuration information.

[0144] In other words, the first virtual object can act as the event initiator in different first event configuration information. When the triggering conditions in different first event configuration information are triggered, it can send triggering events to the event receivers in different first event configuration information respectively. This facilitates the implementation of more complex game logic.

[0145] Exemplary embodiments of this disclosure also provide a game event handling apparatus. (See reference...) Figure 11 As shown, the game event handling device 1100 may include the following program modules:

[0146] The event configuration information acquisition module 1110 is configured to acquire first event configuration information and second event configuration information. The first event configuration information is generated during the game editing stage based on first user settings information. The first user settings information includes the event initiator, the event receiver corresponding to the event initiator, the event triggering condition, and the triggering event. The second event configuration information is generated during the game editing stage based on second user settings information. The second user settings information includes the driving event and the target event.

[0147] The event triggering processing module 1120 is configured to generate a triggering event according to the first event configuration information and send the triggering event to the second virtual object when the first virtual object triggers the event triggering condition during the game running phase; the first virtual object is the virtual object corresponding to the event initiator, and the second virtual object is the virtual object corresponding to the event receiver.

[0148] The target event handling module 1130 is configured to control the execution of the target event on the second virtual object if the triggering event and the driving event are consistent, when the second virtual object and the second event configuration information are associated.

[0149] In one embodiment, the game event handling device 1100 may further include a game editing processing module, configured to:

[0150] The game editing scene is displayed in the graphical user interface provided by the game program; the game editing scene includes a second scene component and a third scene component; the second scene component is configured to generate a corresponding second virtual object during the game runtime phase;

[0151] Respond to the first event editing command for the third scene component, obtain the first user setting information according to the first event editing command, and generate the first event configuration information according to the first user setting information;

[0152] Responding to the second event editing command for the second scene component, obtaining the second user setting information according to the second event editing command, generating the second event configuration information according to the second user setting information, and establishing the association between the second scene component or the second virtual object and the second event configuration information.

[0153] In one implementation, the third scene component is the same as the first scene component, and the first scene component is configured to generate the corresponding first virtual object during the game's runtime phase.

[0154] In one implementation, the event initiator includes: a third scene component, or any scene component.

[0155] In one implementation, in response to a first event editing instruction for a third scene component, first user setting information is obtained according to the first event editing instruction, and first event configuration information is generated according to the first user setting information, including:

[0156] In response to an event editing trigger operation on the third scene component, display the event editing interface of the third scene component;

[0157] Obtain the event receiver and triggering event based on the editing operations in the event editing interface;

[0158] The event initiator and event triggering conditions can be obtained based on the editing operations in the event editing interface, or based on the setting operations of the event type in the first event configuration information.

[0159] Generate the first event configuration information based on the event initiator, event receiver, event triggering conditions, and triggering event.

[0160] In one implementation, obtaining the event receiver and triggering event based on the editing operation in the event editing interface includes:

[0161] Respond to the event addition operation in the event editing interface and retrieve the event trigger;

[0162] The response retrieves the event receiver by setting the first event receiver in the event editing interface.

[0163] In one implementation, obtaining the event initiator and event triggering conditions based on editing operations in the event editing interface includes:

[0164] In response to the second setting operation of setting the event initiator in the event editing interface, retrieve the event initiator;

[0165] The response is a third setting operation that sets the event trigger conditions in the event editing interface. The event trigger conditions are determined based on the event type in the first event configuration information and the third setting operation.

[0166] In one implementation, if the event type of the first event configuration information is a region-triggered type, the third setting operation of setting event trigger conditions in the event editing interface determines the event trigger conditions based on the event type of the first event configuration information and the third setting operation, including:

[0167] The response is to the third setting operation in the event editing interface to set the preset area. The preset area is determined according to the third setting operation, and the event triggering condition is determined according to the area triggering type: the event initiator enters the preset area.

[0168] In one implementation, the game editing module is further configured to:

[0169] When the preset area is determined based on the third setting operation, the preset area is displayed in the game editing scene.

[0170] In one implementation, the game editing module is further configured to:

[0171] When the third scene component is moved, rotated, or scaled, the preset area is moved, rotated, or scaled synchronously.

[0172] In one implementation, the event receiver includes: a second scene component, a scene component located within a preset area, or any scene component.

[0173] In one implementation, the above response includes adding a trigger event in the event editing interface and obtaining the trigger event, including:

[0174] In response to the event addition operation in the event editing interface, the event addition interface is displayed.

[0175] Retrieve the event information entered in the event triggering interface. If the entered event information is consistent with the event information of an already generated event, the already generated event will be used as the trigger event. If the entered event information is inconsistent with the event information of an already generated event, a new event will be generated based on the entered event information to serve as the trigger event.

[0176] In one implementation, the above response is directed to an event editing trigger operation of a third scene component, displaying the event editing interface of the third scene component, including:

[0177] In response to an event editing trigger operation targeting the third scene component, display the event type settings interface;

[0178] In response to the setting operation in the event type setting interface, determine the event type of the first event configuration information, and display the event editing interface corresponding to that event type.

[0179] In one implementation, the above response is directed to a first event editing instruction of a third scene component, and the process of obtaining first user setting information based on the first event editing instruction and generating first event configuration information based on the first user setting information includes:

[0180] If multiple first event addition operations are performed on the third scene component, the corresponding first user setting information is obtained according to the first event editing instruction of each first event addition operation, and the corresponding first event configuration information is generated according to the first user setting information, so as to obtain multiple first event configuration information corresponding to multiple first event addition operations.

[0181] In one implementation, the event type of each first event configuration information is at least one of the following: area trigger type, timer trigger type, periodic trigger type, count trigger type, initial trigger type; at least two of the above-mentioned first event configuration information have different event types.

[0182] In one implementation, the above response is directed to a second event editing instruction for a second scene component, and the process of obtaining second user setting information based on the second event editing instruction and generating second event configuration information based on the second user setting information includes:

[0183] If multiple second event addition operations are performed on the second scene component, the corresponding second user setting information is obtained according to the second event editing instruction of each second event addition operation, and the corresponding second event configuration information is generated according to the second user setting information, so as to obtain multiple second event configuration information corresponding to multiple second event addition operations.

[0184] In one implementation, the event type of each second event configuration information is at least one of the following: motion event type, action event type, attribute adjustment event type, and effect event type; at least two of the above-mentioned second event configuration information have different event types.

[0185] In one implementation, both the second scene component and the third scene component are scene components of a preset type.

[0186] In one implementation, the above control performs a target event on the second virtual object, including one or more of the following methods:

[0187] If the event type in the second event configuration information is a motion event type, then the second virtual object is controlled to perform the corresponding motion according to the target event;

[0188] If the event type in the second event configuration information is an action event type, then the second virtual object is controlled to perform the corresponding action according to the target event;

[0189] If the event type of the second event configuration information is an attribute adjustment event type, then the attributes of the second virtual object are adjusted according to the target event control.

[0190] If the event type in the second event configuration information is an effect event type, then the corresponding effect is applied to the second virtual object according to the target event control.

[0191] In one implementation, the motion event types include absolute position motion event types and relative position motion event types; if the event type of the second event configuration information is a motion event type, then controlling the second virtual object to perform corresponding motion according to the target event includes:

[0192] If the event type of the second event configuration information is an absolute position motion event type, then the second virtual object is controlled to move to the corresponding position according to the absolute position information in the target event;

[0193] If the event type of the second event configuration information is a relative position movement event type, then the second virtual object is controlled to move to a position that satisfies the relative position information of the specified virtual object according to the specified virtual object and the relative position information in the target event.

[0194] In one implementation, the first user settings information further includes a preset area; the event triggering condition includes: the event initiator entering the preset area.

[0195] In one implementation, if the second virtual object is associated with multiple second event configuration information, and the triggering event and the driving event are consistent, then controlling the execution of the target event on the second virtual object includes:

[0196] If the second virtual object receives one or more trigger events, and the trigger events are consistent with the driving events in the multiple second event configuration information, then the target events in the multiple second event configuration information are executed on the second virtual object.

[0197] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0198] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0199] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0200] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0201] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0202] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0203] Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the methods of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0204] The following is for reference. Figure 12 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 12 The electronic device 1200 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0205] like Figure 12 As shown, the electronic device 1200 may include: a processor 1210, a memory 1220, a bus 1230, an I / O (input / output) interface 1240, a network adapter 1250, and a display 1260.

[0206] Memory 1220 may include volatile memory, such as RAM 1221 and cache unit 1222, and may also include non-volatile memory, such as ROM 1223. Memory 1220 may also include one or more program modules 1224, such program modules 1224 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1224 may include the modules in the above-described apparatus.

[0207] The processor 1210 may include one or more processing units, such as 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).

[0208] The processor 1210 can be used to execute executable instructions stored in the memory 1220, such as performing any one or more method steps in this exemplary embodiment.

[0209] Bus 1230 is used to connect different components of electronic device 1200, and may include data bus, address bus and control bus.

[0210] Electronic device 1200 can communicate with one or more external devices 1300 (e.g., keyboard, mouse, external controller, etc.) through I / O interface 1240.

[0211] Electronic device 1200 can communicate with one or more networks via network adapter 1250. For example, network adapter 1250 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1250 can communicate with other modules of electronic device 1200 via bus 1230.

[0212] The electronic device 1200 can display a graphical user interface, such as a game editing scene or an event editing interface, through the display 1260.

[0213] although Figure 12 Other hardware and / or software modules, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, may also be configured in the electronic device 1200.

[0214] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this 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 and embodied by multiple modules or units.

[0215] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims. It should be understood that this disclosure is not limited to the precise structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope.

Claims

1. A game event processing method, characterized by, The method comprises: obtaining first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information in a game editing stage; the first user setting information comprises an event initiator, an event receiver corresponding to the event initiator, an event trigger condition, and a trigger event; the second event configuration information is event configuration information generated according to second user setting information in the game editing stage; the second user setting information comprises a driven event and a target event; the first event configuration information and the second event configuration information are information expressing game logic; in a game running stage, when a first virtual object triggers the event trigger condition, generating the trigger event according to the first event configuration information and sending the trigger event to a second virtual object; the first virtual object is a virtual object corresponding to the event initiator, and the second virtual object is a virtual object corresponding to the event receiver; in the case that the second virtual object has an association relationship with the second event configuration information, if the trigger event and the driven event are consistent, the target event is controlled to be executed on the second virtual object; wherein, if the second event configuration information is edited for a second scene component in the game editing stage, the second virtual object has an association relationship with the second event configuration information, and the second scene component is an object corresponding to the second virtual object in the game editing stage.

2. The method of claim 1, wherein, The method further comprises: displaying a game editing scene in a graphical user interface provided by a game program; the game editing scene comprises the second scene component and a third scene component; in response to a first event editing instruction for the third scene component, obtaining the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information; in response to a second event editing instruction for the second scene component, obtaining the second user setting information according to the second event editing instruction, generating the second event configuration information according to the second user setting information, and establishing an association relationship between the second scene component or the second virtual object and the second event configuration information.

3. The method of claim 2, wherein, The third scene component and a first scene component are the same component, and the first scene component is configured to generate a corresponding first virtual object in a game running stage.

4. The method of claim 2, wherein, The event initiator comprises the third scene component or any scene component.

5. The method of claim 2, wherein, The response to the first event editing instruction for the third scene component, the obtaining of the first user setting information according to the first event editing instruction, and the generation of the first event configuration information according to the first user setting information comprise: in response to an event editing trigger operation for the third scene component, displaying an event editing interface of the third scene component; obtaining the event receiver and the trigger event according to an editing operation in the event editing interface; The event initiator and the event trigger condition are obtained according to the editing operation in the event editing interface, or the event initiator and the event trigger condition are obtained according to a setting operation of setting an event type of the first event configuration information; The first event configuration information is generated according to the event initiator, the event receiver, the event trigger condition and the trigger event.

6. The method of claim 5, wherein, The event receiver and the trigger event are obtained according to the editing operation in the event editing interface, including: The trigger event is obtained in response to a trigger event adding operation in the event editing interface; The event receiver is obtained in response to a first setting operation of setting an event receiver in the event editing interface.

7. The method of claim 5, wherein, The event initiator and the event trigger condition are obtained according to the editing operation in the event editing interface, including: The event initiator is obtained in response to a second setting operation of setting an event initiator in the event editing interface; The event trigger condition is determined according to the event type of the first event configuration information and the third setting operation in response to a third setting operation of setting an event trigger condition in the event editing interface.

8. The method of claim 7, wherein, If the event type of the first event configuration information is a region trigger type, the event trigger condition is determined according to the event type of the first event configuration information and the third setting operation in response to a third setting operation of setting an event trigger condition in the event editing interface, including: The preset region is determined according to the third setting operation, and the event trigger condition is determined to be that the event initiator enters the preset region or the event initiator leaves the preset region in response to a third setting operation of setting a preset region in the event editing interface.

9. The method of claim 8, wherein, When the preset region is determined according to the third setting operation, the method further includes: The preset region is displayed in the game editing scene.

10. The method of claim 8, wherein, The method further includes: When the third scene component is moved, rotated or zoomed, the preset region is synchronously moved, rotated or zoomed.

11. The method of claim 8, wherein, The event receiver includes the second scene component, a scene component in the preset region, or any scene component.

12. The method of claim 6, wherein, The trigger event is obtained in response to a trigger event adding operation in the event editing interface, including: A trigger event adding interface is displayed in response to a trigger event adding operation in the event editing interface; Event information input in the trigger event adding interface is obtained, if the input event information is consistent with event information of a generated event, the generated event is taken as the trigger event, and if the input event information is inconsistent with the event information of the generated event, a new event is generated based on the input event information to be taken as the trigger event.

13. The method of claim 5, wherein, The event editing interface of the third scene component is displayed in response to the event editing trigger operation on the third scene component, including: An event type setting interface is displayed in response to the event editing trigger operation on the third scene component; In response to a setting operation in the event type setting interface, an event type of the first event configuration information is determined, and an event editing interface corresponding to the event type is displayed.

14. The method of claim 2, wherein, The response to the first event editing instruction for the third scene component includes: acquiring the first user setting information according to the first event editing instruction, and generating the first event configuration information according to the first user setting information. If multiple first event adding operations are performed for the third scene component, corresponding first user setting information is acquired according to a first event editing instruction of each first event adding operation, and corresponding first event configuration information is generated according to the first user setting information, so as to obtain multiple first event configuration information corresponding to the multiple first event adding operations.

15. The method of claim 14, wherein, The event type of each first event configuration information is at least one of the following: a region trigger type, a timing trigger type, a count trigger type, and a period trigger type.

16. The method of claim 2, wherein, The response to the second event editing instruction for the second scene component includes: acquiring the second user setting information according to the second event editing instruction, and generating the second event configuration information according to the second user setting information. If multiple second event adding operations are performed for the second scene component, corresponding second user setting information is acquired according to a second event editing instruction of each second event adding operation, and corresponding second event configuration information is generated according to the second user setting information, so as to obtain multiple second event configuration information corresponding to the multiple second event adding operations.

17. The method of claim 16, wherein, The event type of each second event configuration information is at least one of the following: a motion event type, an action event type, an attribute adjustment event type, and an effect event type. The event types of at least two second event configuration information in the multiple second event configuration information are different.

18. The method of claim 2, wherein, The second scene component and the third scene component are both scene components of a preset type.

19. The method of claim 1, wherein, The control of the target event on the second virtual object includes one or more of the following modes: If the event type of the second event configuration information is a motion event type, the second virtual object is controlled to perform corresponding motion according to the target event. If the event type of the second event configuration information is an action event type, the second virtual object is controlled to make corresponding action according to the target event. If the event type of the second event configuration information is an attribute adjustment event type, the attribute of the second virtual object is adjusted according to the target event. If the event type of the second event configuration information is an effect event type, the second virtual object is controlled to implement corresponding effect according to the target event.

20. The method of claim 19, wherein, The motion event type includes an absolute position motion event type and a relative position motion event type, and the control of the second virtual object to perform corresponding motion according to the target event when the event type of the second event configuration information is a motion event type includes: if the event type of the second event configuration information is an absolute position motion event type, controlling the second virtual object to move to a corresponding position according to absolute position information in the target event; if the event type of the second event configuration information is a relative position motion event type, controlling the second virtual object to move to a position satisfying the relative position information with a specified virtual object according to the specified virtual object and the relative position information in the target event.

21. The method of claim 1, wherein, The first user setting information further includes a preset area; and the event trigger condition includes that the event initiator enters the preset area or the event initiator leaves the preset area.

22. The method of claim 1, wherein, If the second virtual object has an association relationship with a plurality of second event configuration information, and the trigger event and the driving event are consistent, the method further includes: If the trigger event is consistent with the driving event in the plurality of second event configuration information respectively, the method further includes:

23. A game event processing apparatus characterized by comprising: The apparatus includes: An event configuration information obtaining module configured to obtain first event configuration information and second event configuration information; the first event configuration information is event configuration information generated according to first user setting information in a game editing stage; the first user setting information includes an event initiator, an event receiver corresponding to the event initiator, an event trigger condition, and a trigger event; the second event configuration information is event configuration information generated according to second user setting information in the game editing stage; the second user setting information includes a driving event and a target event; the first event configuration information and the second event configuration information are information expressing game logic; An event trigger processing module configured to, in a game running stage, generate the trigger event according to the first event configuration information and send the trigger event to a second virtual object when a first virtual object triggers the event trigger condition; the first virtual object is a virtual object corresponding to the event initiator, and the second virtual object is a virtual object corresponding to the event receiver; A target event processing module configured to, if the trigger event and the driving event are consistent, control the second virtual object to execute the target event when the second virtual object has an association relationship with the second event configuration information. If the second event configuration information is edited for a second scene component in the game editing stage, the second virtual object has an association relationship with the second event configuration information, and the second scene component is an object corresponding to the second virtual object in the game editing stage.

24. A computer readable storage medium having stored thereon a computer program, characterized in that, The computer program, when executed by a processor, implements the method of any one of claims 1 to 22.

25. An electronic device, comprising: includes: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to implement the method of any one of claims 1 to 22 by executing the executable instructions.

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