Game editing method, game editing device, program product, and electronic device
By supporting multiple players to edit the same game map in the game editor and allowing game scenes to switch between different preset states, the problem of low editing efficiency in the existing technology is solved, and the multi-player collaborative editing and testing functions are realized.
Patent Information
- Application Number
- CN202510425003.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-03
- Publication Date
- 2025-05-23
- Estimated Expiration
- 2045-04-03
AI Technical Summary
Existing game editors do not support editing the same game map by multiple players, resulting in low editing efficiency.
By loading the target game map, the first game scene currently involved in editing by multiple game accounts is displayed in the graphical user interface, responding to the editing operations of multiple game accounts, obtaining editing information, and controlling the game scene to switch between different preset states based on the switching feedback information.
It realizes the editing of the same game map by multiple players and supports testing under multiple editing, which improves editing efficiency and avoids adverse effects caused by improper state switching during the editing process.
Smart Images

Figure CN120022604A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game editing method, a game editing device, a computer program product, and an electronic device. Background Art
[0002] With the development of computers and games, user-oriented game editors have emerged. Users can use game editors to edit customized game maps, thereby enriching game content and gameplay.
[0003] In the related art, game editors usually do not support multiple people editing the same game map, and the game map can only be edited by the creator of the game map, which results in low editing efficiency. Summary of the invention
[0004] The present disclosure provides a game editing method, a game editing device, a computer program product and an electronic device, so as to at least to some extent solve the problem that the related art does not support multiple people editing the same game map.
[0005] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: loading a target game map to display a first game scene in which multiple game accounts are currently editing in a graphical user interface; when the first game scene is in a first preset state, in response to a first editing operation of the multiple game accounts in the first game scene, obtaining first editing information for the target game map; in response to a first switching operation of a first game account among the multiple game accounts, obtaining first switching feedback information provided by other game accounts other than the first game account; the first switching feedback information is used to indicate whether other game accounts agree to switch the first game scene from the first preset state to a second preset state; if it is determined according to the first switching feedback information that the first switching condition is met, controlling the first game scene to switch from the first preset state to the second preset state; when the first game scene is in the second preset state, controlling the first game scene to execute dynamic instructions.
[0006] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: a game map loading module, configured to load a target game map to display a first game scene currently edited by multiple game accounts in a graphical user interface; a first editing module, configured to obtain first editing information for the target game map in response to a first editing operation of the multiple game accounts in the first game scene when the first game scene is in a first preset state; a switching information processing module, configured to obtain first switching feedback information provided by other game accounts other than the first game account in response to a first switching operation of a first game account among the multiple game accounts; the first switching feedback information is used to indicate whether other game accounts agree to switch the first game scene from the first preset state to a second preset state; a switching control module, configured to control the first game scene to switch from the first preset state to the second preset state if it is determined that the first switching condition is met according to the first switching feedback information; and a dynamic control module, configured to control the first game scene to execute dynamic instructions when the first game scene is in the second preset state.
[0007] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0008] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0009] The technical solution disclosed in this disclosure has the following beneficial effects:
[0010] On the one hand, the first game scene allows multiple game accounts to participate in editing at the same time, and by controlling the first game scene to switch between the first preset state and the second preset state, multiple game accounts can switch between editing the target game map and testing the target game map. In this way, multiple people can edit the same game map, and testing is supported when multiple people are editing, which is conducive to improving editing efficiency. On the other hand, in response to the first switching operation, the first switching feedback information is obtained. If it is determined that the first switching condition is met according to the first switching feedback information, the first game scene is controlled to switch from the first preset state to the second preset state, so that the state switching of the first game scene takes into account the switching intentions of multiple users, avoiding adverse effects on the user's editing process. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figure 1A schematic diagram showing a system architecture in this exemplary embodiment;
[0012] Figure 2 A flowchart showing a method for editing a game in this exemplary embodiment;
[0013] FIG. 3A to FIG. 3E A schematic diagram showing a first editing operation in this exemplary embodiment;
[0014] FIG. 4A to FIG. 4B A schematic diagram showing another first editing operation in this exemplary embodiment;
[0015] Figure 5 A schematic diagram showing another first editing operation in this exemplary embodiment;
[0016] FIG. 6A to FIG. 6B A schematic diagram showing a switching state in this exemplary embodiment;
[0017] FIG. 7A to FIG. 7B A schematic diagram showing another switching state in this exemplary embodiment;
[0018] Figure 8 A schematic diagram showing switching between different states in this exemplary embodiment;
[0019] Fig. 9 A schematic diagram showing a first display parameter and a second display parameter in this exemplary embodiment;
[0020] Fig. 10A A schematic diagram showing a real-time editing state in this exemplary embodiment is shown;
[0021] Fig. 10B A schematic diagram showing a status of a preset component in this exemplary embodiment is shown;
[0022] Fig.11 A schematic diagram showing a display of text information and voice information in this exemplary embodiment is shown;
[0023] Fig.12 A schematic diagram showing the structure of a game editing device in this exemplary embodiment;
[0024] Fig.13 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0025] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0026] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0027] The game editor supports users to edit customized game maps. When multiple people edit the same game map, it is easy to interfere with each other, resulting in editing errors. Therefore, related technologies usually do not support multiple people editing the same game map, or although they support multiple people editing the same game map, they limit the testing function. Obviously, not supporting multiple people editing the same game map, or limiting the testing function, affects editing efficiency.
[0028] In view of the above problems, an exemplary embodiment of the present disclosure provides a game editing method.
[0029] Figure 1 The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. The terminal device 110 is installed with an application, such as a game program or an editing program. When the terminal device 110 runs the application, interfaces such as a table editing interface and a game editing scene may be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game or editing services in this exemplary embodiment, which may be a server or a cluster of multiple servers. Exemplarily, a game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0030] In one embodiment, the above method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the cloud game client (such as the above terminal device 110) is used to receive and send data and present the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0031] In one embodiment, the game map edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, the currently edited game map can be automatically saved at regular intervals during the editing process, or the currently edited game map can be saved according to a manual save operation performed by the user, or the currently edited game map can be automatically saved when exiting the editing. When saving the game map, the terminal device 110 can upload the game map data to the server 120, and the server 120 can save it.
[0032] In one embodiment, the server 120 may maintain a game map pool, such as deploying a database for storing game maps on the server side. In response to an instruction to publish a game map on the terminal device 110, the server 120 may add game map data to the game map pool, so that other players can download the game map data from the game map pool and use the game map to play the game. This enables a fast UGC (User Generated Content) function.
[0033] In one implementation, the above method may be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 may run an application in a stand-alone environment to implement the editing function and execute the above method.
[0034] Figure 2 An exemplary process of a game editing method is shown, which may include the following steps:
[0035] Step S210, loading a target game map to display a first game scene currently edited by multiple game accounts in a graphical user interface;
[0036] Step S220, when the first game scene is in a first preset state, in response to a first editing operation of multiple game accounts in the first game scene, obtaining first editing information for the target game map;
[0037] Step S230, in response to a first switching operation of a first game account among the plurality of game accounts, obtaining first switching feedback information provided by other game accounts other than the first game account; the first switching feedback information is used to indicate whether the other game accounts agree to switch the first game scene from the first preset state to the second preset state;
[0038] Step S240: If it is determined according to the first switching feedback information that the first switching condition is met, the first game scene is controlled to switch from the first preset state to the second preset state;
[0039] Step S250, when the first game scene is in a second preset state, controlling the first game scene to execute dynamic instructions.
[0040] based on Figure 2 In the method shown, on the one hand, the first game scene allows multiple game accounts to participate in editing at the same time, and by controlling the first game scene to switch between the first preset state and the second preset state, multiple game accounts can switch between editing the target game map and testing the target game map. In this way, multiple people can edit the same game map, and testing is supported when multiple people are editing, which is conducive to improving editing efficiency. On the other hand, in response to the first switching operation, the first switching feedback information is obtained. If it is determined that the first switching condition is met according to the first switching feedback information, the first game scene is controlled to switch from the first preset state to the second preset state, so that the state switching of the first game scene takes into account the switching intentions of multiple users, avoiding adverse effects on the user's editing process.
[0041] Below Figure 2 Provide detailed instructions for each step.
[0042] refer to Figure 2 In step S210, the target game map is loaded to display the first game scene currently edited by multiple game accounts in the graphical user interface.
[0043] Game map refers to the virtual space in the game, including but not limited to game levels, dungeons, towns, homes and other scenes. The target game map is the game map that the user wants to edit, which can be the game map that comes with the game program, or the game map that the user has edited, or the game map that other users have downloaded and edited, or a newly created game map.
[0044] In one embodiment, the target game map may include one or more scene components. Scene components are people, objects, or local people or objects in the scene, such as buildings, vehicles, plants, mechanisms, NPCs (Non-Player Characters, non-player characters), etc. The target game map may include scene components that come with the scene, such as the target game map initially comes with scene components that match its scene style, and these scene components can be edited and configured by the game developer when making the target game map. The target game map may also include scene components added based on the user's previous editing operations, such as when the user edited the target game map last time, the scene components can be added to the target game map by custom modeling or using scene component controls.
[0045] The game program can provide templated scene components and corresponding scene component controls, so that users can quickly generate templated scene components in the target game map through the scene component controls. For example, scene component controls can be provided for different categories of scene components, such as "log coffee table", "round low table", "wooden small table", "European table" and other scene component controls can be provided, and users can generate corresponding scene components in the target game map by clicking or dragging the scene component controls. If the user drags the "round low table" scene component control to a certain location in the target game map, it can trigger the generation of a round low table scene component at that location.
[0046] The scene component control is configured with corresponding templated parameters, such as one or more parameters including shape, color, texture, transparency, material, size, direction, physical properties, etc., and may also include other types of parameters. If a scene component is generated through a scene component control, the templated parameters corresponding to the scene component control can be called to quickly generate the scene component in the target game map without the user having to set each parameter of the scene component from scratch, which is equivalent to applying the template of the scene component, thereby improving editing efficiency. Of course, after the scene component is generated, its scene component parameters can be modified, such as changing its size through scaling operations, changing its direction through rotation operations, changing its color and transparency through color setting operations, etc., to form more diverse scene components.
[0047] The game program may have its own scene component control, such as a game developer pre-editing the templated parameters of the scene component and configuring it as a scene component control for the user to use. In addition, the user may also be allowed to configure the scene component control. For example, the user may model a non-templated scene component and save it as a scene component control. In one embodiment, the user may be allowed to edit and update the scene component control, such as modifying the templated parameters corresponding to the scene component control and saving them. When the scene component is subsequently generated through the scene component control, the updated templated parameters may be called to generate the scene component.
[0048] In one embodiment, the user can edit and generate a custom scene component. For example, the user can create a new scene component by modeling, which can be a non-templated scene component, thereby increasing the flexibility of user editing.
[0049] The first game scene can be a target game map loaded in a dynamic mode that supports editing. The first game scene supports simultaneous editing by multiple people, and is currently edited by multiple game accounts. Editing the first game scene is equivalent to editing the target game map. Each game account can use a corresponding terminal device to jointly participate in the editing of the first game scene through networking. Exemplarily, a game account (such as the game account that creates the target game map, called the main editing game account) can first enter the first game scene, and then invite other game accounts to jointly edit the first game scene, and the game accounts that agree to the invitation also enter the first game scene. Alternatively, multiple game accounts can first form a team, and then enter the first game scene together, and then invite other game accounts to jointly edit the first game scene.
[0050] Several modes involved in this exemplary embodiment are described below.
[0051] Edit mode: A mode in which the user can edit the game map. The target game map loaded in the edit mode is called the second game scene. The second game scene is usually in a static state, so the edit mode can be called a static mode that supports editing. In the edit mode, the second game scene may not execute dynamic instructions.
[0052] In one embodiment, in the edit mode, the user can edit the scene components and scene background in the second game scene, such as the color, size and other properties of the scene components, but cannot control the virtual character to perform game operation, such as attacking, casting skills and other behaviors. For example, in the edit mode, the player character is not set in the second game scene, and the user cannot control the player character to perform game operation. Alternatively, the player character is set, but the role of the player character is to control the perspective in the game scene. The user can control the perspective by moving the player character, but cannot perform game operation such as attacking and casting skills.
[0053] Run mode: a mode for playing with a game map. The run mode may include a trial run mode (or test mode), which refers to a mode for playing for the purpose of testing. The target game map loaded in the edit mode is called the third game scene. In the run mode, the third game scene supports game running operations, but does not support user editing. For example, users can control virtual characters to attack, cast skills and other game running operations, but cannot edit the color, size and other properties of the scene components.
[0054] In one embodiment, in the running mode, the third game scene can execute dynamic instructions, such as automatic changes in the game environment and automatic operation of scene components based on pre-set game logic.
[0055] Dynamic mode with editing support: A mode that supports user editing and the game scene can execute dynamic instructions. It is a special editing mode, or a special running or trial running mode. In the dynamic mode with editing support, users can perform editing operations, such as editing the color, size and other properties of the scene components.
[0056] In one embodiment, in the dynamic mode supporting editing, the user can also perform game operation, such as controlling the virtual character to attack, cast skills, etc. Therefore, the dynamic mode supporting editing can also be called the running mode supporting editing.
[0057] In one embodiment, the target game map can be freely switched between the editing mode, the running mode, and the dynamic mode supporting editing, that is, the first game scene, the second game scene, and the third game scene can be freely switched.
[0058] In one embodiment, in response to the first run trigger instruction in the second game scene or the third game scene, the target game map is loaded in a dynamic mode that supports editing, so as to display the first game scene in the graphical user interface. For example, in the case of displaying the second game scene, a first run trigger control can be provided in the graphical user interface, and when the user clicks or long presses the first run trigger control, a first run trigger instruction is generated, triggering the dynamic mode that supports editing to be entered from the edit mode, and the target game map is loaded in the dynamic mode that supports editing, and the second game scene displayed in the graphical user interface is switched to the first game scene. In this way, the user can easily switch from the edit mode to the dynamic mode that supports editing.
[0059] In one implementation, a game account may first select to edit a target game map in a game editor, triggering loading of the target game map in edit mode and entering the second game scene. Then, in response to a synchronous editing invitation initiated by the game account, the game account that accepts the synchronous editing invitation is added to the editing of the second game scene, so that the second game scene is currently edited by multiple game accounts. Next, in response to a first run trigger instruction of a game account among the multiple game accounts, the target game map is loaded in a dynamic mode that supports editing, thereby jumping to the first game scene, and multiple game accounts can enter the first game scene and jointly edit and test in the first game scene.
[0060] In one embodiment, when the third game scene is displayed, a first run trigger control may also be provided in the graphical user interface. The user may trigger the entry from the run mode into the dynamic mode supporting editing by operating the first run trigger control, load the target game scene in the dynamic mode supporting editing, and the third game scene displayed in the graphical user interface is switched to the first game scene. In this way, the user can conveniently switch from the run mode to the dynamic mode supporting editing.
[0061] In one embodiment, in response to the second run trigger instruction, the third game scene is controlled to be displayed in the graphical user interface. For example, when the first game scene or the second game scene is displayed, a second run trigger control can be provided in the graphical user interface. When the user clicks or long presses the second run trigger control, a second run trigger instruction is generated, triggering the entry into the run mode from the edit mode or the dynamic mode supporting editing, loading the target game scene in the run mode, and the first game scene or the second game scene displayed in the graphical user interface is switched to the third game scene. In this way, the user can easily switch from the edit mode or the dynamic mode supporting editing to the run mode.
[0062] In one embodiment, the operation mode can be selected in the setting interface. For example, two operation mode options are provided, including the option of the operation mode and the option of the operation mode supporting editing (i.e., the dynamic mode supporting editing), from which the user can choose. The present disclosure does not limit the specific names of the two operation modes, such as the operation mode can be a normal trial mode, and the operation mode supporting editing can be a sandbox trial mode. In the case of selecting the operation mode supporting editing, the operation trigger instruction for the target game map or the second game scene is the first operation trigger instruction, which can trigger the target game map to be loaded in the operation mode supporting editing to enter the first game scene. In the case of selecting the operation mode, the operation trigger instruction for the target game map or the second game scene is the second operation trigger instruction, which can trigger the target game map to be loaded in the operation mode to enter the third game scene. The first game scene and the third game scene can provide different controls. For example, the first game scene provides switching controls between different states, editing operation controls, scene component controls, game operation controls, etc. Only game operation controls can be provided in the third game scene.
[0063] In one embodiment, after switching from the second game scene or the third game scene to the first game scene, in response to exiting the first game scene, the game returns to the second game scene or the third game scene.
[0064] The above provides a switching operation method between different modes of the target game map. The user can switch from the edit mode or the run mode to the dynamic mode that supports editing, thereby displaying the first game scene.
[0065] In one embodiment, the target game scene can be directly loaded in a dynamic mode that supports editing without first entering the editing mode or running mode. Exemplarily, if the option of the dynamic mode that supports editing is selected in the game editor, if the user chooses to edit the target game map, such as selecting the target game map in the map selection interface of the game editor and confirming, the target game map is loaded in a dynamic mode that supports editing, and after entering the editing interface, the first game scene corresponding to the target game map is displayed.
[0066] Continue to refer Figure 2 In step S220, when the first game scene is in a first preset state, in response to the first editing operation of the above-mentioned multiple game accounts in the first game scene, first editing information for the target game map is obtained.
[0067] The first game scene has different states, and different functions can be realized in different states. In one embodiment, the first game scene has a first preset state and a second preset state. In the first preset state, the user is allowed to perform editing operations, and in the second preset state, the first game scene executes dynamic instructions so that the user can see the dynamic effect of its editing information. Exemplarily, the first preset state is a pause state or an editing state, and the second preset state is a running state. Further, in the first preset state, the first game scene does not execute dynamic instructions, or only executes part of the dynamic instructions. In the second preset state, the user cannot perform editing operations.
[0068] In one embodiment, the first game scene may also have a third preset state, in which the user is allowed to perform editing operations. Exemplarily, the first preset state is an initial state, the second preset state is a running state, and the third preset state is a paused state. When entering the first game scene, the first game scene is in the initial state by default, at which time the user can perform editing operations, and the first game scene does not execute dynamic instructions, or only executes part of the dynamic instructions. Afterwards, the user can switch the first game scene from the initial state to the running state, at which time the user cannot perform editing operations, and the first game scene executes dynamic instructions. Afterwards, the user can also switch the first game scene from the running state to the paused state, at which time the user can perform editing operations, and the first game scene does not execute dynamic instructions, or only executes part of the dynamic instructions. In the paused state, the user can switch the first game scene to the running state, or switch the first game scene to the initial state through operations such as initialization.
[0069] It should be understood that the user's editing operation in the first game scene is equivalent to editing the target game map, and the editing information determined thereby is used to edit the target game map. In the first game scene, the editing effect of the editing operation can be presented, such as when the user edits the position of a scene component in the first game scene, the scene component can be moved to the edited position in the first game scene. The editing effect of the editing operation may also not be presented, such as when the user modifies the type of the scene component in the first game scene, the scene component does not present a corresponding change in the first game scene. When returning from the first game scene to the second game scene, such as after switching back to the editing mode from the operating mode that supports editing, the information of the edited target game map can be displayed.
[0070] In order to distinguish the editing operations performed by the user in different states of the first game scene, the editing operation in the first preset state is referred to as the first editing operation, and the editing operation in the third preset state is referred to as the second editing operation. Accordingly, the first editing information is the editing information determined according to the first editing operation, and the second editing information is the editing information determined according to the second editing operation.
[0071] Each of the above-mentioned multiple game accounts can perform a first editing operation in the first game scene. The editing operation performed by the game account is equivalent to the editing operation performed by the user. The first editing operation is specifically described below.
[0072] In one embodiment, the first editing operation includes but is not limited to any one or more of the following operations: adding a scene component to the first game scene. Deleting a scene component from the first game scene. Editing the properties of the scene component in the first game scene, such as editing the location, angle, appearance properties, physical properties, motion properties, etc. of the scene component. Editing the environment of the first game scene, such as changing the background, weather, lighting, terrain, and other environmental information. Editing the game setting information of the first game scene, such as setting the game duration, player camp, game victory or defeat conditions, and other information.
[0073] In one embodiment, the user can select a scene component in the first game scene, such as clicking to select it, and the selected scene component serves as the current editing object, and the user can directly edit it.
[0074] In one embodiment, a plurality of virtual characters corresponding to the plurality of game accounts are provided in the first game scene, and each game account may correspond to one virtual character. The virtual character is controlled by the game account, so that the user can edit the scene components through the virtual character, such as picking up and moving the scene components through the virtual character to edit the position of the scene components, and the user can also control the virtual character to execute the game running process instructions to achieve the purpose of testing the target game map.
[0075] In one embodiment, a selection mark may be displayed in a graphical user interface, and according to the aiming direction of the selection mark, the scene component to be edited is determined from the scene components of the first game scene; in response to a first editing operation on the scene component to be edited, first editing information corresponding to the scene component to be edited is obtained. The selection mark is used to select a visual mark of the scene component to be edited, which may be in any shape such as a star, a circle, a pentagon, etc. Optionally, the selection mark may be a crosshair corresponding to the controlled virtual character.
[0076] Optionally, the selection mark may be configured to move according to the movement of the virtual character.
[0077] Optionally, the selection mark may be displayed in the center of the screen of the first game scene by default.
[0078] Optionally, in response to a movement control operation on the selection mark, the selection mark can be controlled to move so as to aim at the scene component.
[0079] Optionally, in response to a field of view adjustment instruction, the aiming position of the selection mark or the orientation of the virtual character may be controlled and adjusted so that the user can freely select the scene component to be edited.
[0080] According to the aiming direction of the selection mark, the scene component aimed at by the selection mark can be used as the scene component to be edited, so that the user can freely select the scene component to be edited through the selection mark.
[0081] Figure 3A A schematic diagram of the first game scene is shown. From the perspective of any game account that participates in editing the first game scene, Figure 3A The first game scene is provided with a virtual character 301. The selection mark 303 can be fixed at the center of the first game scene. When the user adjusts the viewing angle, the selection mark 303 and the first game scene move relative to each other, thereby selecting the scene component to be edited. For example, Figure 3A It is shown that the selection mark 303 is currently aimed at the block component 302, and the block component 302 is used as the scene component to be edited.
[0082] In one embodiment, when the scene component to be edited is determined, the scene component to be edited can be displayed in a differentiated manner, such as by displaying a color or transparency different from other scene components. Figure 3A As shown, a texture pattern different from other scene components is added to the block component 302. This allows the user to intuitively distinguish the scene component to be edited.
[0083] When the scene component to be edited is determined, the user can perform a first editing operation on the scene component to be edited, such as moving, rotating, scaling, etc., and thereby obtain first editing information for editing the scene component to be edited.
[0084] In one embodiment, when the scene component to be edited is determined, an editing operation control may be provided, such as Figure 3A The "zoom" control, "rotation" control, "distance" control, etc. in the scene component can be used by the user to perform the first editing operation on the scene component to be edited by using the editing operation control.
[0085] The above method of selecting the scene component to be edited by selecting the mark enriches the selection method of the scene component and can enhance the immersive editing experience to a certain extent.
[0086] In one embodiment, when the scene component to be edited is determined, a first editing control is displayed to minimize the occlusion of the interface; in response to a first editing operation performed through the first editing control, first editing information corresponding to the scene component to be edited is obtained. The first editing operation refers to an editing operation performed on the first editing control.
[0087] Exemplarily, the first editing control may include but is not limited to: a first sub-control, such as a copy control; a second sub-control, such as a move control; a third sub-control, such as an edit control; a fourth sub-control, such as a delete control, and the like.
[0088] In one embodiment, the above-mentioned response to the first editing operation performed through the first editing control and obtaining the first editing information corresponding to the scene component to be edited can be achieved through the following steps: in response to the first editing operation performed through the first editing control, a component control object corresponding to the scene component to be edited is generated in the first game scene; in response to the editing operation on the component control object, the editing of the component control object is controlled, and the first editing information of the scene component to be edited is obtained.
[0089] Among them, the component control object corresponding to the scene component to be edited can be presented with visual effects such as phantom and highlight to prompt the user of the current editing object. The component control object can be a control object in an editable state. By generating a component control object corresponding to the scene component to be edited, the scene component to be edited can be in an editable state. At this time, other scene components are in an uneditable state. The scene component selected by the switching selection mark can be edited, so that the user's editing operation can be carried out smoothly and orderly.
[0090] In one embodiment, the above-mentioned first editing control includes a first sub-control, which responds to the first editing operation performed through the first editing control and generates a component control object corresponding to the scene component to be edited in the first game scene. This can be achieved through the following steps: in response to the touch operation of the first sub-control, the component control object of the scene component to be edited is generated according to the position of the virtual character, and the scene component to be edited is retained.
[0091] In one embodiment, the above-mentioned first editing control includes a second sub-control, which responds to the first editing operation performed through the first editing control and generates a component control object corresponding to the scene component to be edited in the first game scene. This can be achieved through the following steps: in response to the touch operation of the second sub-control, the component control object of the scene component to be edited is generated according to the position of the virtual character, and the scene component to be edited is hidden.
[0092] In one embodiment, the above-mentioned first editing control includes a third sub-control, which responds to the first editing operation performed through the first editing control and generates a component control object corresponding to the scene component to be edited in the first game scene. This can be achieved through the following steps: in response to the touch operation of the third sub-control, control the generation of the component control object of the scene component to be edited according to the position of the virtual character, and display the property editing sub-control; wherein, the property editing sub-control is used to edit the properties of the component control object.
[0093] In one embodiment, the above-mentioned response to the editing operation of the component control object and obtaining the first editing information corresponding to the scene component to be edited can be achieved by the following steps: in response to the touch operation of moving the sub-control, displaying the coordinate axis options, the coordinate axis options include three coordinate axes corresponding to the component control object; in response to selecting a target coordinate axis from the coordinate axis options, controlling the component control object to move along the target coordinate axis in the game running scene; according to the moving state of the component control object, determining the first editing information corresponding to the scene component to be edited. For example, Figure 3B As shown, a schematic diagram of an interface for mobile editing by moving subcontrols is provided. By selecting the coordinate axis, the component control object can be freely adjusted in three-dimensional space to flexibly meet the different adjustment needs of users.
[0094] Exemplarily, in response to a touch operation on the third sub-control, a property editing sub-control may be displayed. When the property editing sub-control is displayed, the control component controls the object not to move following the movement of the virtual character.
[0095] Optionally, when the property editing sub-control is displayed, the display of the edit confirmation sub-control and the edit cancel sub-control can be controlled to save or cancel the current edit.
[0096] In one embodiment, the above-mentioned first editing control includes a fourth sub-control. In response to the first editing operation performed through the first editing control, obtaining the first editing information corresponding to the scene component to be edited can be achieved through the following steps: responding to the touch operation on the fourth sub-control to obtain the first editing information corresponding to the scene component to be edited; the first editing information includes deletion editing information.
[0097] Exemplarily, after establishing an association relationship between the virtual character and the component control object, the second editing control may be controlled to be displayed, and in response to a first editing operation performed through the second editing control, the component control object may be controlled to be edited.
[0098] Optionally, when controlling the display of the second editing control, at least a portion of the first editing control may be hidden to avoid redundancy of interface information.
[0099] In one embodiment, the second editing control includes a distance editing sub-control. The above-mentioned response to the first editing operation performed through the second editing control to control the editing of the component control object can be achieved through the following steps: in response to the editing operation on the distance editing sub-control, the component control object is controlled to move closer to or away from the virtual character, and the position of the virtual character remains unchanged.
[0100] Among them, the distance editing sub-control can be used to control the distance of the component control object relative to the virtual character.
[0101] For example, Figure 3C As shown, a schematic diagram of an interface for controlling a component control object to approach or move away from a virtual character is provided. The component control object can be flexibly controlled to move toward or away from the virtual character through a distance editing subcontrol, thereby realizing movement editing of the component control object.
[0102] In one embodiment, the above-mentioned response to the editing operation on the distance editing sub-control, the control component controls the object to approach or move away from the virtual character, which can be achieved through the following steps: in response to the moving editing operation of the distance editing sub-control, determine whether the component controls the object to trigger grid adsorption or component stack adsorption; if the component controls the object to trigger grid adsorption or component stack adsorption, determine whether the moving editing distance corresponding to the distance editing sub-control is greater than a second preset distance threshold; if the moving editing distance corresponding to the distance editing sub-control is less than or equal to the second preset distance threshold, the control component controls the object not to move; if the moving editing distance corresponding to the distance editing sub-control is greater than the second preset distance threshold, the control component controls the object to move to approach or move away from the virtual character.
[0103] Among them, grid adsorption can be adsorbing the component control object to the scene grid line that is closest to it and the distance value is less than a specific preset threshold, and component stack adsorption can be adsorbing the component control object to other scene components that are closest to it and the distance value is less than a specific preset threshold. It can be understood that the second preset distance threshold can be used to limit the adsorption strength, and the larger the value, the greater the adsorption strength.
[0104] Whether the control component controls the object to move is determined by the second preset distance threshold, thereby providing a certain error tolerance for the user's movement operation.
[0105] In one embodiment, the above-mentioned response to the first editing operation performed through the second editing control to control the editing of the component control object can be achieved through the following steps: in the process of controlling the movement of the component control object, if the control of the component control object triggers grid adsorption or component stack adsorption; in response to the editing operation on the distance editing sub-control, the component control object is not controlled to move; at this time, in response to the viewing angle adjustment operation, the component control object can be controlled to release the grid adsorption or component stack adsorption, and after the component control object releases the grid adsorption or component stack adsorption, it can be controlled to move in response to the editing operation on the distance editing sub-control.
[0106] For example, if component stacking adsorption is triggered between component control object A and other scene components B (such as the ground), it will not respond to the editing operation of the distance editing sub-control; in response to the viewing angle adjustment operation, the control component control object A and other scene components B can be released from the component stacking adsorption, and at this time, in response to the editing operation of the distance editing sub-control, the control component control object can be moved to the corresponding position.
[0107] Exemplarily, in response to the viewing angle adjustment operation, the component control object can be controlled to move to change the position of the component control object A on other scene components B (e.g., the ground). Optionally, when the viewing angle is raised to a preset height, if the ray from the virtual character to the component control object does not intersect with other scene components B, the component control object A can be controlled to suspend. Optionally, when the viewing angle is raised to a preset height, based on the distance between the virtual character and the component control object set by the distance editing subcontrol, does not intersect with other scene components B, the component control object A can be controlled to suspend.
[0108] In one embodiment, the second editing control includes a rotation editing sub-control. The above-mentioned response to the first editing operation performed through the second editing control to control the editing of the component control object can be achieved through the following steps: in response to the editing operation on the rotation editing sub-control, a rotation direction indicator and a current adjustment progress are displayed in the associated area of the rotation editing sub-control to control the rotation of the component control object.
[0109] Among them, the rotation edit subcontrol can be used to control the component control object to rotate.
[0110] For example, Figure 3D As shown, a schematic diagram of an interface for controlling the rotation of a component control object is provided. The rotation axis can be selected through the rotation editing sub-control to flexibly control the component control object to rotate counterclockwise or clockwise around the rotation axis, thereby realizing rotation control of the component control object.
[0111] In one embodiment, the second editing control includes a zoom editing sub-control. The above-mentioned response to the first editing operation performed through the second editing control to control the editing of the component control object can be achieved through the following steps: in response to the touch operation on the zoom editing sub-control, the component control object is controlled to scale based on the center position of the component control object.
[0112] Among them, the zoom edit subcontrol can be used to control the component control object to zoom in or out.
[0113] For example, Figure 3E As shown, a schematic diagram of an interface for controlling the scaling of a component control object is provided. The scaling of the component control object can be flexibly controlled based on the center position of the component control object through the scaling editing subcontrol, thereby realizing scaling control of the component control object.
[0114] In one embodiment, the second editing control includes an editing confirmation sub-control. The above-mentioned response to the first editing operation performed through the second editing control controls the editing of the component control object, which can be achieved through the following steps: In response to the touch operation on the editing confirmation sub-control, the component control object is converted into a scene component according to the current editing state of the component control object.
[0115] The edit confirmation subcontrol may be used to control and save the edit processing performed on the component control object.
[0116] In one embodiment, the first editing operation includes a component adding operation. The above-mentioned response to the first editing operation in the first game scene and obtaining the first editing information may include the following steps: responding to the component adding operation in the first game scene, determining the scene component to be added, and obtaining the first editing information corresponding to the scene component to be added; the first editing information is used to add the scene component to be added in the target game map.
[0117] Exemplarily, the user may add a scene component to be added through a first editing operation in the first game scene, and determine that the scene component corresponding to the scene component to be added is the scene component to be added.
[0118] Exemplarily, when the scene component to be added is determined, a scene component to be added corresponding to the scene component to be added may be generated in the first game scene.
[0119] In one embodiment, the above-mentioned response to the component adding operation in the first game scene to determine the scene component to be added may include the following steps: displaying one or more scene component controls in a graphical user interface; responding to a component selection operation in the scene component control, determining a target scene component control in the scene component control, and determining the scene component corresponding to the target scene component control as the scene component to be added.
[0120] Exemplarily, a scene component control bar may be displayed in a graphical user interface, and the scene component control bar may include one or more scene component controls. Figure 4A The scene component control bar 305 (i.e., "component package") in the scene component control includes multiple scene component controls, such as "block", "floor", "table", "ring", "sphere", etc. The user can perform component selection operations on the scene component controls, such as clicking or dragging the "ring" control, determining the "ring" control as the target scene component control, determining its corresponding ring component as the scene component to be added, and obtaining the corresponding first editing information.
[0121] In one embodiment, the above-mentioned acquisition of the first editing information corresponding to the scene component to be added may include: generating a component control object corresponding to the scene component to be added in the first game scene according to the aiming direction of the selection mark or the position of the virtual character in the first game scene; and acquiring the first editing information corresponding to the scene component to be added in response to the editing operation on the component control object. Among them, the component control object is a temporary editing object, which may have the same or similar appearance as the scene component to be added. Exemplarily, a virtual object with visual effects such as phantom and highlight generated according to the scene component to be added is the component control object. The component control object may be initially generated at the aiming direction of the selection mark, or at a direction having a specific positional relationship with the virtual character, such as being located directly in front of the virtual character and at a specific distance from the virtual character. The user can perform an editing operation on the component control object, which is equivalent to performing an editing operation on the scene component to be added and acquiring the first editing information corresponding to the scene component to be added.
[0122] refer to Figure 4A As shown, when the target scene component control is selected using the scene component control bar 305 and the scene component to be added is determined to be a ring component, a component control object 307 corresponding to the ring component can be generated in the first game scene. The user can move, rotate, scale, and other operations on the component control object 307 to edit its position, angle, size, and other information, which is equivalent to editing the position, angle, size, and other information of the scene component to be added, thereby obtaining the corresponding first editing information.
[0123] In one embodiment, in response to an edit end instruction for a component control object, such as clicking Figure 4A The confirmation control in the example can remove or destroy the component control object 307, and can also generate a scene component to be added in the first game scene, or convert the component control object into a scene component to be added, so as to present an editing effect of generating a scene component to be added. Figure 4B As shown, a ring component 308 can be generated in the first game scene.
[0124] When a scene component control bar is displayed in the graphical user interface, the scene component controls in the scene component control bar can be adjusted in response to an adjustment operation on the scene component control bar. Exemplarily, the type, order, quantity, etc. of the scene component controls in the scene component control bar can be adjusted, and the present disclosure does not specifically limit this.
[0125] In addition to generating scene components through scene component controls, you can also generate scene components by copying existing scene components, or you can generate scene components through custom modeling.
[0126] In one implementation, when a scene component is generated, the generated scene component may be used as the scene component to be edited by default.
[0127] In one embodiment, a scene component to be edited is determined from scene components in a first game scene; a virtual character is hidden, and / or the virtual character is placed at the position of the scene component to be edited; in response to a trigger operation on an editing operation control, first editing information corresponding to the scene component to be edited is obtained; the editing operation control is an operation control displayed when the scene component to be edited is determined, or is an operation control for controlling a virtual character; the first editing information is used to edit the scene component to be edited in a target game map; the scene component to be edited corresponds to the scene component to be edited.
[0128] In one embodiment, a selection mark is displayed in a graphical user interface, and the scene component to be edited is determined from the scene components of the first game scene according to the aiming direction of the selection mark.
[0129] In one embodiment, in response to the control object switching operation, the virtual character can be hidden and / or the virtual character can be placed at the location of the scene component to be edited. The control object switching operation can convert the current control object from the virtual character to the scene component to be edited. Figure 3A In the first game scene shown, the user determines that the scene component to be edited is the block component 302 by selecting the mark 303. If the user clicks the control object switching control 306, the current control object is triggered to be converted from the virtual character 502 to the scene component to be edited, and the scene component to be edited is presented. Figure 5 The screen shown.
[0130] By hiding the virtual character and / or placing the virtual character at the position of the scene component to be edited, it can be avoided that the user misidentifies the control subject due to mental inertia after switching the control subject.
[0131] In one embodiment, in response to the control object switching operation, the object associated with the virtual camera can be switched from the virtual character to the scene component to be edited, so as to control the virtual camera to move according to the movement state of the scene component to be edited. By switching the following object of the virtual camera, the game screen can be adapted to the current control subject, which helps the user observe and control.
[0132] In one embodiment, in response to a trigger operation on an editing operation control, the scene component to be edited is edited in the first game scene, and first editing information corresponding to the scene component to be edited is obtained. By editing the scene component to be edited in the first game scene, the editing operation is fed back to the first game scene, so that the user can observe the editing progress in real time.
[0133] In one embodiment, the editing operation control includes a motion operation control; in response to a trigger operation on the motion operation control, the scene component to be edited is controlled to move in the first game scene, and the first editing information corresponding to the scene component to be edited is obtained according to the motion information. Optionally, the motion operation control can be in the form of a virtual joystick, a control axis, a virtual key, etc., which is not specifically limited in the present disclosure.
[0134] Optionally, before hiding the virtual character and / or placing the virtual character at the position of the scene component to be edited, the motion operation control in the graphical user interface can be used to control the virtual character; after hiding the virtual character and / or placing the virtual character at the position of the scene component to be edited, the control object of the motion operation control can be switched from the virtual character to the scene component to be edited.
[0135] Optionally, before hiding the virtual character and / or placing the virtual character at the position of the scene component to be edited, the original motion operation controls in the graphical user interface can be used to control the virtual character; after hiding the virtual character and / or placing the virtual character at the position of the scene component to be edited, the original motion operation controls used to control the virtual character can be hidden, and then new motion operation controls specifically used to control the scene component to be edited can be displayed.
[0136] Through the touch operation of the motion operation control, the user can realize the mobile editing of the scene components to be edited.
[0137] In one embodiment, the above-mentioned response to the trigger operation of the motion operation control to control the movement of the scene component to be edited in the first game scene can be achieved through the following steps: controlling the motion operation control to be in flight control mode; turning off the physical collision properties and / or gravity properties of the scene component to be edited in the flight control mode; in the flight control mode, responding to the touch operation of the motion operation control to control the scene component to be edited to move in the first game scene.
[0138] For example, the motion operation control may include a normal control mode and a flight control mode. In the normal control mode, the physical collision attribute and / or gravity attribute of the scene component to be edited may be turned on; in the flight control mode, the physical collision attribute and / or gravity attribute of the scene component to be edited may be turned off.
[0139] Exemplarily, in response to a control object switching operation, it can be determined whether the motion operation control is in the flight control mode; if the motion operation control is not in the flight control mode, the motion operation control can be switched to the flight control mode; in the flight control mode, in response to a touch operation on the motion operation control, the scene component to be edited can be controlled to move in the first game scene, so that the user can freely edit the scene component to be edited.
[0140] Exemplarily, the motion operation controls in the flight control mode are composed of a plane movement control and an up-and-down movement control; in response to the movement control operation on the plane movement control, the scene component to be edited is controlled to be displaced on the plane in the first game scene; in response to the movement control operation on the up-and-down movement control, the scene component to be edited is controlled to be displaced in height in the first game scene.
[0141] Exemplarily, in response to a touch operation applied to a motion operation control, a coordinate axis option is displayed, the coordinate axis option includes three coordinate axes corresponding to the scene component to be edited; in response to selecting a target coordinate axis from the coordinate axis options, the scene component to be edited is controlled to move along the target coordinate axis in the game running scene.
[0142] In one embodiment, in the flight control mode, the graphical user interface displays a speed control control, and can also respond to touch operations on the speed control control to control and adjust the movement speed of the scene component to be edited in the game running scene.
[0143] Optionally, in flight control mode, a speed control control may be displayed in a graphical user interface, and the user may control deceleration or acceleration by sliding left and right on the speed control control to achieve control of the moving speed.
[0144] In one embodiment, reference Figure 5 As shown, the editing operation control 309 includes but is not limited to a moving operation control, a rotating operation control, a zooming operation control, a mirroring operation control, etc., which are not specifically limited in the present disclosure. Among them, the rotating operation control, the zooming operation control, and the mirroring operation control can be used to perform editing processing such as rotating, zooming, and mirroring on the scene component to be edited.
[0145] In addition, the editing operation control may also include a confirmation operation control, a cancel operation control, etc. The confirmation operation control may be used to save the current editing content, and the cancel operation control may be used to cancel the current editing content.
[0146] In one embodiment, in response to selecting one or more scene components in the first game scene, a deletion control is provided, and in response to a triggering operation on the deletion control, the scene components to be deleted in the target game map are determined, and first editing information corresponding to the scene components to be deleted is obtained. The first editing information is used to delete the scene components to be deleted from the target game map.
[0147] In one embodiment, the scene component can be directly operated in the first game scene to edit its properties, thereby determining the first editing information for editing the scene component. For example, in the first game scene, in response to a move operation on the scene component, the position of the scene component is adjusted; in response to a rotation operation on the scene component, the angle of the scene component is adjusted; in response to a zoom operation on the scene component, the size of the scene component is adjusted.
[0148] In one embodiment, editing operations can be performed in the property interface of the scene component, such as setting the value or type of the property, etc. For example, a scene component can be selected and its property interface can be opened. In the property interface, the location coordinates, angle value, and size value of the scene component can be set, the physical properties of the scene component can be set to have a collision volume or not have a collision volume, an automatic movement path can be added to the scene component, and parameters such as movement speed and movement distance can be set, a color can be selected from the color palette as the color of the scene component, a material can be selected from multiple candidate materials as the material of the scene component, and a method of automatically changing the appearance of the scene component can be added (such as gradually changing from white to red, or turning red when a certain condition is triggered), etc.
[0149] In one embodiment, the editing mode in which the scene component to be edited is directly used as the current control object is called the first editing mode (or the possessed editing mode). The editing mode in which the virtual character is used as the current control object and the scene component is edited by operating the virtual character is called the second editing mode.
[0150] In one embodiment, the user can edit the environment information in the relevant editing interface or through the corresponding controls. For example, the user can select a background from the candidate backgrounds as the background of the target game map, or can choose to change the weather of the target game map, or adjust the lighting parameters, etc.
[0151] Continue to refer Figure 2 In step S230, in response to a first switching operation of a first game account among multiple game accounts, first switching feedback information provided by other game accounts other than the first game account is obtained; the first switching feedback information is used to indicate whether other game accounts agree to switch the first game scene from a first preset state to a second preset state.
[0152] The first switching operation is used to switch the first game scene from a first preset state to a second preset state. Figures 3A to 5As shown in any of the accompanying drawings in , it is shown that the first game scene is currently in the first preset state (i.e., the initial state), and the user can perform the first switching operation through the state switching control 304. In this exemplary embodiment, any user currently participating in editing the first game scene can be allowed to perform the first switching operation, and the first game account can be any game account among the above-mentioned multiple game accounts. Alternatively, only specific users are allowed to perform the first switching operation, and the first game account can be a specific game account among the above-mentioned multiple game accounts.
[0153] When the first game account performs the first switching operation, the first game scene is not directly switched from the first preset state to the second preset state, but corresponding switching prompt information is sent to other game accounts, and other game accounts can choose whether to agree to the switching according to the switching prompt information, thereby obtaining the first switching feedback information. Determine whether to switch according to the first switching feedback information.
[0154] In one embodiment, the above-mentioned multiple game accounts include a main editing game account and at least one synchronous editing game account. The main editing game account is a game account that creates a target game map. The synchronous editing game account is a game account other than the main editing game account that participates in the editing of the first game scene. The synchronous editing game account can join the first game scene in response to an editing invitation initiated by the main editing game account or other synchronous editing game accounts. In the first game scene, each game account adopts a synchronous editing method, that is, the first editing operation performed by each game account can be synchronized to other game accounts in real time or near real time, so that the first game scene seen by each game account is the result of the joint editing of all game accounts.
[0155] In one embodiment, in response to a first switching operation of a first game account among multiple game accounts, obtaining first switching feedback information provided by other game accounts other than the first game account may include the following steps:
[0156] In response to a first switching operation of the main editing game account, first switching feedback information provided by the synchronous editing game account is obtained.
[0157] That is, the first game account is the main editing game account, and the main editing game account is allowed to perform the first switching operation, while the synchronous editing game account cannot perform the first switching operation. This prevents too many game accounts from performing the first switching operation and affecting normal editing.
[0158] Of course, the first game account may also be a synchronous editing game account. For example, it is allowed to set a game account with room owner authority among the above multiple game accounts, and the game account with room owner authority can perform the first switching operation. The initial default main editing game account has room owner authority. The main editing game account can transfer the room owner authority to the synchronous editing game account, and the synchronous editing game account that obtains the authority can perform the first switching operation.
[0159] Continue to refer Figure 2 In step S240, if it is determined according to the first switching feedback information that the first switching condition is met, the first game scene is controlled to switch from the first preset state to the second preset state.
[0160] The first switching condition is a threshold condition for determining the switching of the first game scene from the first preset state to the second preset state, and may be a condition regarding the switching intention of other game accounts other than the first game account. The switching opinions of other game accounts regarding this switching may be determined based on the first switching feedback information. If the first switching condition is met, the switching is determined to be implemented. If the first switching condition is not met, the first game scene may continue to be in the first preset state.
[0161] In one embodiment, if it is determined according to the first switching feedback information that the first switching condition is satisfied, controlling the first game scene to switch from the first preset state to the second preset state may include the following steps:
[0162] Determine a first number of consenters according to the first switching feedback information; the first number of consenters is the number of game accounts that agree to switch the first game scene from the first preset state to the second preset state;
[0163] If the first number of consenting persons reaches a first number threshold, the first game scene is controlled to switch from a first preset state to a second preset state.
[0164] The first number threshold can be determined based on experience or specific circumstances, such as 1 / 2, 2 / 3, etc. of the number of the above-mentioned multiple game accounts, or the number of all synchronously edited game accounts. Exemplarily, in response to the first switching operation of the main editing game account, the first switching feedback information of each synchronously edited game account is obtained, and the number of people who agree to switch is counted to obtain the first number of people who agree. If the first number of people who agree reaches the number of all synchronously edited game accounts, that is, all synchronously edited game accounts agree to switch, it is determined that the first game scene is switched from the first preset state to the second preset state.
[0165] When the main editor game account clicks the status switch control 304, a pop-up Fig. 6AIf the main game editing account clicks "Initiate", the first switching operation is performed and a switching prompt message is sent to the synchronous editing game account. The synchronous editing game account can choose whether to agree to this switching. While waiting for the synchronous editing game account to choose whether to agree, the main game editing account can see Figure 6B The information shown can be displayed and the switch can be canceled.
[0166] Through the above method, it is equivalent to using a voting method of multiple game accounts to determine whether to switch the first game scene from the first preset state to the second preset state, ensuring that the switching result meets the wishes of all or most users, which is conducive to improving the editing effect.
[0167] Continue to refer Figure 2 In step S250, when the first game scene is in a second preset state, the first game scene is controlled to execute dynamic instructions.
[0168] Dynamic instructions refer to instructions with dynamic effects such as movement, appearance change, and form change executed by the first game scene or the scene component in the first game scene based on pre-set game information. The first game scene or scene component presents a visualization effect of dynamic behavior by executing dynamic instructions, simulating the actual game operation to achieve the purpose of testing.
[0169] In one embodiment, the scene component has dynamic information, which is information for controlling dynamic behavior, such as motion parameters, etc. The scene component can be controlled to execute dynamic instructions according to the dynamic information. In one embodiment, the scene component can be divided into one or more types according to its dynamic behavior characteristics, and different types of scene components have different types of dynamic information and execute corresponding dynamic instructions.
[0170] Exemplarily, the first game scene may include, but is not limited to, one or more of the following types of scene components:
[0171] The first type of scene component: a scene component with non-interactive dynamic behavior characteristics, and its dynamic information includes non-interactive dynamic information. In this exemplary embodiment, the interaction may refer to the physical interaction between different virtual objects (such as two scene components, a scene component and a virtual character), such as collision. Correspondingly, the non-interaction may refer to the non-physical action, which is generally based on the game logic, such as setting the mechanism to start when a specific moment is reached, which belongs to the time-driven action based on the game logic. It can be understood that the dynamic behavior of the first type of scene component is driven by non-interaction, which may not be affected by the interaction, such as no reaction when colliding with other scene components. Non-interactive dynamic information may include non-interactive motion information, non-interactive appearance change information, etc. For example, the user can edit the motion information for the scene component, set the start condition of the motion information to a specific event or to a specific time, and set parameters such as motion path and motion speed. Then, in the first game scene, when the specific event occurs or the specific time is reached, the scene component can move according to the set motion information. The motion process is not driven by physical action, so it belongs to non-interactive motion information. For another example, the user can edit the appearance change information for the scene component, set the condition of the appearance change to a specific event or a specific time, and set the appearance change method, the color after the change, and other information. Then, in the first game scene, when the specific event occurs or the specific event arrives, the scene component can change its appearance according to the set appearance change information. This appearance change process is not driven by physical effects, so it belongs to non-interactive appearance change information.
[0172] In one embodiment, the first type of scene component is configured to execute non-interactive dynamic instructions. Non-interactive dynamic instructions are dynamic instructions associated with non-interactive dynamic information. For example, the first type of scene component can execute the corresponding non-interactive dynamic instructions in response to a specific non-interactive trigger condition based on the parameters in the non-interactive dynamic information.
[0173] The second type of scene component: is a scene component with interactive dynamic behavior characteristics, and its dynamic information includes interactive properties. It can be understood that the second type of scene component can be driven by interaction to perform dynamic behaviors, such as colliding with other scene components and undergoing dynamic effects such as movement and deformation under the action of the collision. The interactive property refers to the property of the second type of scene component that characterizes that it can be interacted with. For example, the interactive property can be a parameter in the physical property. If the physical property of the scene component is "interactive", it means that the scene component can be physically driven, and the scene component belongs to the second type of scene component.
[0174] In one embodiment, the second type of scene component is configured to execute interactive dynamic instructions. The interactive dynamic instructions are dynamic instructions associated with the interactive attribute. For example, the second type of scene component has an interactive attribute, can be affected by the interaction, and responds to the interactive trigger condition under the control of the game physics engine to execute the corresponding interactive dynamic instructions.
[0175] In one embodiment, the first type of scene components may also have interactive properties and execute interactive dynamic instructions.
[0176] The third type of scene component: a scene component that will perform fixed inherent dynamic behaviors, and its dynamic information includes inherent dynamic information. Inherent dynamic information is dynamic information set in the templated parameters of the scene component, which can be dynamic information pre-edited by the game developer. For example, the gear component generated by the "gear" scene component control initially has the templated parameters corresponding to the "gear" scene component control, including the inherent dynamic information of rotation. Therefore, all gear components generated by the "gear" scene component control have inherent dynamic information of rotation, and they will perform fixed dynamic behaviors of rotation in the first game scene. For another example, the conveyor belt component generated by the "conveyor belt" scene component control initially has the templated parameters corresponding to the "conveyor belt" scene component control, including the inherent dynamic information of the conveying motion. Therefore, all conveyor belt components generated by the "conveyor belt" scene component control have inherent dynamic information of the conveying motion, and they will perform fixed dynamic behaviors of the conveying motion in the first game scene. In one embodiment, the inherent dynamic information can be dynamic information that is not edited by the user, such as the user cannot edit new inherent dynamic information for the scene component, nor can the user delete or modify the original inherent dynamic information.
[0177] In one embodiment, the third type of scene component is configured to execute inherent dynamic instructions. The inherent dynamic instructions are dynamic instructions associated with inherent dynamic information, such as the rotation instructions of the gear assembly and the transmission movement instructions of the conveyor belt assembly.
[0178] In one embodiment, the first category scene component or the second category scene component may also have inherent dynamic information and execute inherent dynamic instructions. Exemplarily, the first category scene component is a scene component having non-interactive dynamic behavior characteristics, or having non-interactive dynamic behavior characteristics and inherent dynamic behavior, and its dynamic information includes non-interactive dynamic information, or includes non-interactive dynamic information and inherent dynamic information. The second category scene component is a scene component having interactive dynamic behavior characteristics, or having interactive dynamic behavior characteristics and inherent dynamic behavior, and its dynamic information includes interactive attributes, or includes interactive attributes and inherent dynamic information. The third category scene component is a scene component that does not have non-interactive dynamic behavior characteristics, does not have interactive dynamic behavior characteristics, and has inherent dynamic behavior, and its dynamic information does not include non-interactive dynamic information, interactive attributes, and includes inherent dynamic information.
[0179] The fourth category of scene components: are scene components that do not have dynamic behaviors, and can be called static scene components. Exemplarily, the fourth category of scene components may not have dynamic information, or the dynamic information is empty. For example, it may not have non-interactive dynamic information, will not perform dynamic behaviors under non-interactive driving, and has no interactive properties, such as the physical property is "non-interactive", that is, it will not perform dynamic behaviors under interactive driving, and has no inherent dynamic information, and will not perform inherent dynamic behaviors. In one embodiment, the fourth category of scene components may be completely static scene components that do not perform any dynamic behaviors.
[0180] Different types of scene components can execute corresponding dynamic instructions according to their dynamic information.
[0181] In one embodiment, the game editing method may further include the steps of:
[0182] In response to a second switching operation of the main editing game account, controlling the first game scene to switch from the second preset state to the third preset state;
[0183] When the first game scene is in a third preset state, in response to second editing operations of multiple game accounts in the first game scene, second editing information for the target game map is obtained.
[0184] Among them, the main editor game account can perform the second switching operation, as shown in Fig. 7A, when the first game scene is in the second preset state (i.e., the running state), the state switching control 304 is clicked to trigger the second switching operation, and the first game scene is switched from the second preset state to the third preset state. Since the second preset state is a non-editable state and the third preset state is an editable state, switching from the second preset state to the third preset state does not affect the user's current editing status, allowing the main editing game account to switch directly through the second switching operation without the consent of other game accounts. This simplifies the switching process.
[0185] In the third preset state, the user can perform a second editing operation. The second editing operation may be the same as or different from the first editing operation described above. Exemplarily, the second editing operation includes, but is not limited to, any one or more of the following operations: adding a scene component to the first game scene. Deleting a scene component from the first game scene. Editing the properties of the scene component in the first game scene, such as editing the location, angle, appearance properties, physical properties, motion properties, etc. of the scene component. Editing the environment of the first game scene, such as changing the background, weather, lighting, terrain and other environmental information. Editing the game setting information of the first game scene, such as setting the game duration, player camp, game victory or defeat conditions and other information.
[0186] In one embodiment, the first game scene does not execute dynamic instructions in the first preset state or the third preset state. For example, in the first preset state or the third preset state, the scene components in the first game scene do not execute non-interactive dynamic instructions, do not execute inherent dynamic instructions, and can execute interactive dynamic instructions.
[0187] In one embodiment, the game editing method may further include the following steps:
[0188] In response to the third switching operation of the main editing game account, the first game scene is controlled to switch from the third preset state to the second preset state after a preset time.
[0189] Among them, the main editor game account can perform the third switching operation, as shown in the reference Figure 7B, when the first game scene is in the third preset state (i.e., the paused state), click the state switching control 304 to trigger the third switching operation, and switch the first game scene from the third preset state to the second preset state. Before the switch, a preparation phase can be added, and the duration of the preparation phase is the preset duration, so that other users can prepare for the upcoming state switch. The preset duration can be a fixed duration, such as pre-set by the game developer, or it can be determined according to the number of game accounts participating in editing the first game scene. The more game accounts there are, the longer the preset duration. Within the preset duration, a prompt message can be presented to each game account to prompt that the first game scene is about to switch states. For example, the preset duration is 5 seconds, and the prompt message can be "entering the running state after 5 seconds", and the "5 seconds" in the prompt message can be a countdown form. This simplifies the switching process.
[0190] In one embodiment, the game editing method may further include the following steps:
[0191] In response to the fourth switching operation of the main editing game account, obtaining second switching feedback information provided by the synchronous editing game account; the second switching feedback information is used to indicate whether the synchronous editing game account agrees to switch the first game scene from the third preset state to the first preset state;
[0192] If it is determined according to the second switching feedback information that the second switching condition is met, the first game scene is controlled to switch from the third preset state to the first preset state.
[0193] Among them, the main editor game account can perform a fourth switching operation, such as clicking a reset control or a reset control when the first game scene is in a third preset state (i.e., a paused state) to trigger the fourth switching operation, which is used to switch the first game scene from the third preset state to the first preset state.
[0194] When the main editing game account performs the fourth switching operation, the first game scene is not directly switched from the third preset state to the first preset state, but a corresponding switching prompt information is sent to the synchronous editing game account, and the synchronous editing game account can choose whether to agree to the switching according to the switching prompt information, thereby obtaining the second switching feedback information. Determine whether to switch according to the second switching feedback information.
[0195] The second switching condition is a threshold condition for determining the switching of the first game scene from the third preset state to the first preset state, and may be a condition regarding the switching intention of the synchronously edited game account. The switching opinion of the synchronously edited game account regarding this switching may be determined based on the second switching feedback information. If the second switching condition is met, the implementation of this switching is determined. If the second switching condition is not met, the first game scene may continue to be in the third preset state.
[0196] In one embodiment, if it is determined that the second switching condition is met according to the second switching feedback information, controlling the first game scene to switch from the third preset state to the first preset state may include the following steps:
[0197] Determine the second number of approvals according to the second switching feedback information; the second number of approvals is the number of game accounts that agree to switch the first game scene from the third preset state to the first preset state;
[0198] If the second number of approvals reaches the second number threshold, control the first game scene to switch from the third preset state to the first preset state.
[0199] Among them, the second number threshold can be determined according to experience or specific circumstances. For example, it can be 1 / 2, 2 / 3, etc. of the number of the above-mentioned multiple game accounts, or the number of all synchronized editing game accounts. Exemplarily, in response to the fourth switching operation of the main editing game account, obtain the second switching feedback information of each synchronized editing game account, count the number of people who agree to switch, and obtain the second number of approvals. If the second number of approvals reaches the number of all synchronized editing game accounts, that is, all synchronized editing game accounts agree to switch, then determine to switch the first game scene from the third preset state to the first preset state.
[0200] Since switching the first game scene from the third preset state to the first preset state involves resetting the first game scene and has a greater impact on the user's editing operations. In this exemplary embodiment, by the above method, it is equivalent to adopting a voting method of multiple game accounts to determine whether to switch the first game scene from the third preset state to the first preset state, ensuring that the switching result conforms to the will of all or most users, which is beneficial to improving the editing effect.
[0201] In one embodiment, in response to the fifth switching operation of the main editing game account, obtain the third switching feedback information provided by the synchronized editing game accounts; the third switching feedback information is used to indicate whether the synchronized editing game accounts agree to switch the first game scene from the second preset state to the first preset state; if it is determined that the third switching condition is met according to the third switching feedback information, control the first game scene to switch from the second preset state to the first preset state.
[0202] In one embodiment, if it is determined that the third switching condition is met according to the third switching feedback information, controlling the first game scene to switch from the second preset state to the first preset state may include the following steps: Determine the third number of approvals according to the third switching feedback information; the third number of approvals is the number of game accounts that agree to switch the first game scene from the second preset state to the first preset state; if the third number of approvals reaches the third number threshold, control the first game scene to switch from the second preset state to the first preset state.
[0203] In one embodiment, the game editing method may further include the following steps:
[0204] In response to the switch suggestion operation of the synchronous editing game account, the switch suggestion information is displayed in the graphical user interface of the main editing game account; the switch suggestion information is used to suggest the main editing game account to switch the state of the first game scene.
[0205] Among them, the synchronous editing game account cannot directly switch the state of the first game scene, and can suggest the main editing game account to switch. For example, the synchronous editing game account can click the state switching control 304 to perform the switching suggestion operation, triggering the server to send the switching suggestion information to the main editing game account. When the main editing game account sees the switching suggestion information, it can learn the intention of the synchronous editing game account and then decide whether to switch the state of the first game scene. This increases the communication method between the main editing game account and the synchronous editing game account regarding the state switching of the first game scene, so that the synchronous editing game account can indirectly realize the state switching of the first game scene by suggestion.
[0206] Figure 8 A schematic diagram of the switching method between different states of the first game scene is shown. To switch from the initial state to the running state, a pop-up window confirmation is required for all members, that is, the switching is determined to be performed when the first switching feedback information provided by all game accounts is in agreement. To switch from the running state to the paused state, the room owner (such as the main editor game account) can switch directly. To switch from the paused state to the running state, the room owner (such as the main editor game account) can switch directly, and then the actual switching is performed after a 5-second countdown. To switch from the paused state to the initial state, a pop-up window confirmation is required for all members, that is, the switching is determined to be performed when the second switching feedback information provided by all game accounts is in agreement. This exemplary embodiment takes into account factors such as switching efficiency and the impact of the switching process on user editing, and realizes flexible switching between different states of the first game scene, which is conducive to improving the editing effect.
[0207] In one embodiment, the game editing method is applied to a terminal device corresponding to a second game account among the plurality of game accounts. The game editing method may further include the following steps:
[0208] The first display parameter is used to display the first scene component currently being edited by the second game account, and the second display parameter is used to display the second scene component currently being edited by the third game account; the third game account is a game account other than the second game account among multiple game accounts; the first scene component and the second scene component are both scene components in the first game scene; the first display parameter is different from the second display parameter.
[0209] The first display parameter and the second display parameter may differ in one or more aspects such as color, size, shape, and transparency. The second game account may be any of the above-mentioned multiple game accounts. In the graphical user interface corresponding to the second game account (i.e., the screen seen by the second game account), the first scene component currently edited by the user and the second scene component currently edited by other game accounts have different display parameters. This allows the second game account to clearly distinguish between the scene components edited by the user and those edited by others.
[0210] refer to Fig. 9 As shown, the game accounts involved in editing the first game scene include AAA, BBB, and CCC. Game account AAA controls the virtual character AAA, game account BBB controls the virtual character BBB, and game account CCC controls the virtual character CCC. From the perspective of game account AAA, the first display parameter (such as dark stroke) is used to display the scene component currently edited by virtual character AAA, and the second display parameter (such as light stroke) is used to display the scene component currently edited by virtual characters BBB and CCC. Among them, the virtual character CCC uses the first editing mode to edit the scene component, so the virtual character CCC is hidden, and the scene component edited by it is used to replace the display of virtual character CCC. From the perspective of game account BBB, the first display parameter is used to display the scene component currently edited by virtual character BBB, and the second display parameter is used to display the scene component currently edited by virtual characters AAA and CCC. From the perspective of game account CCC, the first display parameter is used to display the scene component currently edited by virtual character CCC, and the second display parameter is used to display the scene component currently edited by virtual characters AAA and BBB. In this way, game accounts AAA, BBB, and CCC can all intuitively distinguish between the scene components currently edited by themselves and the scene components currently edited by others. This can reduce interference between different users, reduce editing errors, and improve editing efficiency.
[0211] In one embodiment, the game editing method is applied to a terminal device corresponding to a second game account among the plurality of game accounts. The game editing method may further include the following steps:
[0212] During the process of editing the third scene component by the third game account, real-time editing information of the third scene component is obtained, and the real-time editing status of the third scene component is displayed according to the real-time editing information; the third game account is a game account other than the second game account among the multiple game accounts; the third scene component is a scene component in the first game scene.
[0213] refer to Fig. 10A As shown, from the perspective of game account AAA, game account BBB is editing the third scene component (i.e. Fig. 10AWhen the game account BBB edits the position of the third scene component, the game account AAA obtains the position of the third scene component in real time and displays the real-time changes of its position during the editing process. In this way, the real-time editing status of the scene component is synchronized between different game accounts, so that users can accurately know the editing status of the scene component, avoid mutual interference, and facilitate cooperation between each other.
[0214] In one embodiment, the game editing method is applied to a terminal device corresponding to a second game account among the plurality of game accounts. The game editing method may further include the following steps:
[0215] During the process of editing the third scene component by the third game account, the third scene component is displayed as a preset component state; the third game account is a game account other than the second game account among the multiple game accounts; the third scene component is a scene component in the first game scene;
[0216] After the third game account finishes editing the third scene component, the editing information of the third scene component is obtained, and the edited third scene component is displayed according to the editing information of the third scene component.
[0217] The preset component state is different from the real-time editing state, and can be used to indicate that the third scene component is in the editing state. Fig. 10B As shown, from the perspective of game account AAA, game account BBB is editing the third scene component (i.e. Fig. 10B When the third scene component is displayed, the virtual character BBB can be shown as holding the third scene component, which is the preset component state. In this way, there is no need to obtain the real-time editing information of the third scene component, and the preset component state is displayed to replace its real-time editing state. When the editing is completed, the editing information is obtained, and the edited state is determined and displayed. This reduces the calculation and communication overhead.
[0218] In one embodiment, it can be determined whether to obtain the real-time editing information of the third scene component according to the current stress situation. For example, the server determines whether it is a low-stress state based on the current computing and communication overhead in the first game scene. If it is a low-stress state, the real-time editing state is displayed, and each game account can obtain the real-time editing information of the scene components edited by other game accounts and display the real-time editing state. If it is a high-stress state, the preset component state is displayed, and each game account can obtain the identification of the scene components edited by other game accounts without obtaining the real-time editing information, and the real-time editing state of these scene components is displayed.
[0219] In one embodiment, a plurality of virtual characters corresponding to a plurality of game accounts are provided in the first game scene; the game editing method may further include at least one of the following steps:
[0220] In response to a fourth game account among the multiple game accounts sending a text message or an expression message, displaying the text message or the expression message on a virtual character corresponding to the fourth game account;
[0221] In response to the fourth game account sending a text message or an expression message, and the fourth game account currently edits a fourth scene component in the first editing mode, displaying the text message or the expression message on the fourth scene component;
[0222] In response to the fourth game account sending a voice message, displaying a voice identifier on the virtual character corresponding to the fourth game account;
[0223] In response to the fourth game account sending a voice message, and the fourth game account currently editing the fourth scene component in the first editing mode, displaying a voice mark on the fourth scene component;
[0224] The fourth scene component is a scene component in the first game scene. The fourth game account can be any game account among the above multiple game accounts. Fig.11 For example, if the game account AAA sends a text message, the text message can be displayed on the virtual character AAA. If the game account AAA is currently editing the block component through the first editing mode, the text message is displayed on the block component. This makes it easy for other game accounts to clearly see the text message and who sent the text message. If the game account AAA sends a voice message, a microphone icon (i.e., a voice identifier) can be displayed on the virtual character AAA, and the voice message can be automatically played to other game accounts, or the voice message can be played when other game accounts click the play control (such as the microphone icon on the virtual character AAA). If the game account AAA is currently editing the block component through the first editing mode, the voice identifier is displayed on the block component. This makes it easy for other game accounts to clearly see who sent the voice message.
[0225] In one embodiment, a plurality of virtual characters corresponding to a plurality of game accounts are set in the first game scene. The game editing method may further include at least one of the following steps:
[0226] In response to the first transmission operation of the second game account, the virtual character corresponding to the fifth game account specified by the first transmission operation is transmitted to the area where the virtual character corresponding to the second game account is located;
[0227] In response to a second transmission operation of the second game account, the virtual character corresponding to the second game account is transmitted to the area where the virtual character corresponding to the sixth game account specified by the second transmission operation is located;
[0228] Among them, the second game account and the fifth game account are both game accounts among the above-mentioned multiple game accounts.
[0229] When the second game account performs the first transmission operation, one or more other game accounts can be designated as the fifth game account. The first transmission operation is used to transmit the virtual character specified by the fifth game account to the area where the virtual character corresponding to the second game account is located. The area can be an area centered on the virtual character corresponding to the second game account. The virtual character specified by the fifth game account can be transmitted to a random position within the area. In one embodiment, in response to the first transmission operation of the second game account, a transmission request is sent to the fifth game account specified by the first transmission operation, and the virtual character corresponding to the game account that agrees to the transmission request is transmitted to the area where the virtual character corresponding to the second game account is located. For example, when the second game account performs the first transmission operation, an interface such as a list of other game accounts pops up, and the second game account selects and confirms from it, determines the fifth game account, and triggers the transmission request to be sent to the fifth game account. If the fifth game account agrees to the transmission request, the corresponding virtual character is transmitted to the area where the virtual character corresponding to the second game account is located.
[0230] When the second game account performs the second transmission operation, another game account can be designated as the sixth game account. The second transmission operation is used to transmit the virtual character corresponding to the second game account (i.e., the virtual character controlled by oneself) to the area where the virtual character corresponding to the sixth game account is located. The area can be an area centered on the virtual character corresponding to the sixth game account. The virtual character specified by the second game account can be transmitted to a random location within the area. For example, when the second game account performs the second transmission operation, an interface such as a list of other game accounts pops up. After the second game account selects and confirms from it, the sixth game account is determined, and the transmission of the virtual character corresponding to the second game account to the area where the virtual character corresponding to the sixth game account is located is triggered.
[0231] The above transmission method can improve editing efficiency.
[0232] The exemplary embodiment of the present disclosure also provides a game editing device. Fig.12 As shown, the game editing device 1200 may include the following program modules:
[0233] The game map loading module 1210 is configured to load a target game map to display a first game scene currently edited by multiple game accounts in a graphical user interface;
[0234] The first editing module 1220 is configured to obtain first editing information for the target game map in response to a first editing operation of the multiple game accounts in the first game scene when the first game scene is in a first preset state;
[0235] The switching information processing module 1230 is configured to, in response to a first switching operation of a first game account among the multiple game accounts, obtain first switching feedback information provided by other game accounts other than the first game account; the first switching feedback information is used to indicate whether other game accounts agree to switch the first game scene from the first preset state to the second preset state;
[0236] The switching control module 1240 is configured to control the first game scene to switch from the first preset state to the second preset state if it is determined that the first switching condition is met according to the first switching feedback information;
[0237] The dynamic control module 1250 is configured to control the first game scene to execute dynamic instructions when the first game scene is in the second preset state.
[0238] The above modules can be software modules, such as program modules, or hardware modules.
[0239] In one embodiment, if it is determined according to the first switching feedback information that the first switching condition is met, controlling the first game scene to switch from the first preset state to the second preset state includes:
[0240] Determine a first number of consenters according to the first switching feedback information; the first number of consenters is the number of game accounts that agree to switch the first game scene from the first preset state to the second preset state;
[0241] If the first number of consenting persons reaches a first number threshold, the first game scene is controlled to switch from the first preset state to the second preset state.
[0242] In one implementation, the multiple game accounts include a main editing game account and at least one synchronous editing game account, and the main editing game account is a game account that creates the target game map.
[0243] In one embodiment, in response to a first switching operation of a first game account among the multiple game accounts, obtaining first switching feedback information provided by other game accounts other than the first game account includes:
[0244] In response to a first switching operation of the main editing game account, first switching feedback information provided by the synchronous editing game account is obtained.
[0245] In one embodiment, the method further comprises:
[0246] In response to a second switching operation of the main editing game account, controlling the first game scene to switch from the second preset state to a third preset state;
[0247] When the first game scene is in the third preset state, in response to the second editing operation of the multiple game accounts in the first game scene, second editing information for the target game map is obtained.
[0248] In one embodiment, the first game scene does not execute the dynamic instruction in the first preset state or the third preset state.
[0249] In one embodiment, the method further comprises:
[0250] In response to the third switching operation of the main editing game account, the first game scene is controlled to switch from the third preset state to the second preset state after a preset time.
[0251] In one embodiment, the method further comprises:
[0252] In response to the fourth switching operation of the main editing game account, obtaining second switching feedback information provided by the synchronous editing game account; the second switching feedback information is used to indicate whether the synchronous editing game account agrees to switch the first game scene from the third preset state to the first preset state;
[0253] If it is determined according to the second switching feedback information that the second switching condition is met, the first game scene is controlled to switch from the third preset state to the first preset state.
[0254] In one embodiment, the method further comprises:
[0255] In response to the switch suggestion operation of the synchronous editing game account, switch suggestion information is displayed in the graphical user interface of the main editing game account; the switch suggestion information is used to suggest that the main editing game account switch the state of the first game scene.
[0256] In one implementation, the method is applied to a terminal device corresponding to a second game account among the multiple game accounts; the method further includes:
[0257] The first display parameter is used to display the first scene component currently being edited by the second game account, and the second display parameter is used to display the second scene component currently being edited by the third game account; the third game account is a game account other than the second game account among the multiple game accounts; the first scene component and the second scene component are both scene components in the first game scene; the first display parameter is different from the second display parameter.
[0258] In one implementation, the method is applied to a terminal device corresponding to a second game account among the multiple game accounts; the method further includes:
[0259] During the process of editing a third scene component by a third game account, real-time editing information of the third scene component is obtained, and the real-time editing status of the third scene component is displayed according to the real-time editing information; the third game account is a game account other than the second game account among the multiple game accounts; the third scene component is a scene component in the first game scene.
[0260] In one implementation, the method is applied to a terminal device corresponding to a second game account among the multiple game accounts; the method further includes:
[0261] During the process of editing a third scene component by a third game account, displaying the third scene component as a preset component state; the third game account is a game account other than the second game account among the multiple game accounts; the third scene component is a scene component in the first game scene;
[0262] After the third game account finishes editing the third scene component, the editing information of the third scene component is obtained, and the edited third scene component is displayed according to the editing information of the third scene component.
[0263] In one embodiment, a plurality of virtual characters corresponding to the plurality of game accounts are provided in the first game scene; and the method further comprises at least one of the following steps:
[0264] In response to a fourth game account among the multiple game accounts sending text information or expression information, displaying the text information or expression information on a virtual character corresponding to the fourth game account;
[0265] In response to the fourth game account sending a text message or an expression message, and the fourth game account currently editing a fourth scene component in the first editing mode, displaying the text message or the expression message on the fourth scene component;
[0266] In response to the fourth game account sending a voice message, displaying a voice mark on the virtual character corresponding to the fourth game account;
[0267] In response to the fourth game account sending a voice message, and the fourth game account currently editing the fourth scene component in the first editing mode, displaying the voice mark on the fourth scene component;
[0268] Among them, the fourth scene component is the scene component in the first game scene.
[0269] In one embodiment, a plurality of virtual characters corresponding to the plurality of game accounts are provided in the first game scene; and the method further comprises at least one of the following steps:
[0270] In response to a first transmission operation of the second game account, transmitting the virtual character corresponding to the fifth game account specified by the first transmission operation to the area where the virtual character corresponding to the second game account is located;
[0271] In response to a second transmission operation of the second game account, transmitting the virtual character corresponding to the second game account to an area where the virtual character corresponding to the sixth game account specified by the second transmission operation is located;
[0272] Among them, the second game account and the fifth game account are both game accounts among the multiple game accounts.
[0273] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0274] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0275] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the above method is implemented.
[0276] In one embodiment, a computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on signals such as electricity, magnetism, light, electromagnetic, infrared, etc., including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, mechanical hard disk drive (HDD), solid state drive (SSD), and so on. Exemplarily, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, Nand Flash, etc.
[0277] In one embodiment, a computer program product can be an intangible product containing a computer program. Exemplarily, the computer program product can be implemented as a virtual digital product, such as an executable file storing the computer program, digital files such as installation packages.
[0278] The code of the computer program can be written in one or more programming languages. Programming languages such as C, Java, C++, etc. The program code can be executed entirely on the user's computing device, or partially on the user's computing device, or executed as an independent software package, or 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 a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, such as a local area network (LAN), wide area network (WAN), etc., or can be connected to an external computing device (e.g., through an Internet connection provided by an operator).
[0279] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared, etc. Electronic devices can convert signals carrying computer programs into digital signals and then run the computer programs. When the computer program is executed on an electronic device, its code is used to enable the electronic device to execute (more specifically, to enable the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, for example: step S210, loading the target game map to display the first game scene currently edited by multiple game accounts in a graphical user interface; step S220, when the first game scene is in a first preset state, in response to the first editing operation of multiple game accounts in the first game scene, obtaining first editing information for the target game map; step S230, in response to the first switching operation of the first game account among the above-mentioned multiple game accounts, obtaining first switching feedback information provided by other game accounts other than the first game account; the first switching feedback information is used to indicate whether other game accounts agree to switch the first game scene from the first preset state to the second preset state; step S240, if it is determined that the first switching condition is met according to the first switching feedback information, controlling the first game scene to switch from the first preset state to the second preset state; step S250, when the first game scene is in the second preset state, controlling the first game scene to execute dynamic instructions.
[0280] The above method steps are implemented by a computer program. On the one hand, the first game scene allows multiple game accounts to participate in editing at the same time, and by controlling the first game scene to switch between the first preset state and the second preset state, multiple game accounts can switch between editing the target game map and testing the target game map. In this way, multiple people can edit the same game map, and testing is supported when multiple people are editing, which is conducive to improving editing efficiency. On the other hand, in response to the first switching operation, the first switching feedback information is obtained. If it is determined that the first switching condition is met according to the first switching feedback information, the first game scene is controlled to switch from the first preset state to the second preset state, so that the state switching of the first game scene takes into account the switching intentions of multiple users, avoiding adverse effects on the user's editing process.
[0281] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0282] Reference below Fig.13 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.13The electronic device 1300 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0283] like Fig.13 As shown, the electronic device 1300 may include: a processor 1310 , a memory 1320 , a bus 1330 , an I / O (input / output) interface 1340 , a network adapter 1350 , and a display 1360 .
[0284] The memory 1320 may include a volatile memory, such as a RAM 1321, a cache unit 1322, and may also include a non-volatile memory, such as a ROM 1323. The memory 1320 may also include one or more program modules 1324, such program modules 1324 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1324 may include each module in the above-mentioned device.
[0285] The processor 1310 may include one or more processing units. For example, the processor 1310 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.
[0286] The processor 1310 can be used to execute the executable instructions stored in the memory 1320 to execute the above-mentioned method of the present disclosure, such as the following steps: Step S210, loading the target game map to display the first game scene currently edited by multiple game accounts in the graphical user interface; Step S220, when the first game scene is in the first preset state, in response to the first editing operation of multiple game accounts in the first game scene, obtaining the first editing information for the target game map; Step S230, in response to the first switching operation of the first game account among the above-mentioned multiple game accounts, obtaining the first switching feedback information provided by other game accounts other than the first game account; the first switching feedback information is used to indicate whether other game accounts agree to switch the first game scene from the first preset state to the second preset state; Step S240, if it is determined that the first switching condition is met according to the first switching feedback information, the first game scene is controlled to switch from the first preset state to the second preset state; Step S250, when the first game scene is in the second preset state, the first game scene is controlled to execute dynamic instructions.
[0287] By executing the above method steps through the processor 1310, on the one hand, the first game scene allows multiple game accounts to participate in editing at the same time, and by controlling the first game scene to switch between the first preset state and the second preset state, multiple game accounts can switch between editing the target game map and testing the target game map. In this way, multiple people can edit the same game map, and support testing in the case of multiple people editing, which is conducive to improving editing efficiency. On the other hand, in response to the first switching operation, the first switching feedback information is obtained. If it is determined that the first switching condition is met according to the first switching feedback information, the first game scene is controlled to switch from the first preset state to the second preset state, so that the state switching of the first game scene takes into account the switching intentions of multiple users, avoiding adverse effects on the user's editing process.
[0288] The bus 1330 is used to realize the connection between different components of the electronic device 1300, and may include a data bus, an address bus, and a control bus.
[0289] The electronic device 1300 can communicate with one or more external devices 1400 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1340 .
[0290] The electronic device 1300 can communicate with one or more networks through the network adapter 1350. For example, the network adapter 1350 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1350 can communicate with other modules of the electronic device 1300 through the bus 1330.
[0291] The electronic device 1300 may display a graphical user interface through the display 1360 , such as displaying a first game scene.
[0292] although Fig.13 Not shown, other hardware and / or software modules may also be provided in the electronic device 1300, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0293] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0294] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A game editing method, characterized in that: The method comprises: Loading a target game map to display a first game scene currently edited by multiple game accounts in a graphical user interface; When the first game scene is in a first preset state, in response to a first editing operation of the multiple game accounts in the first game scene, obtaining first editing information for the target game map; In response to a first switching operation of a first game account among the multiple game accounts, obtaining first switching feedback information provided by other game accounts other than the first game account; the first switching feedback information is used to indicate whether the other game accounts agree to switch the first game scene from the first preset state to the second preset state; If it is determined according to the first switching feedback information that the first switching condition is satisfied, controlling the first game scene to switch from the first preset state to the second preset state; When the first game scene is in the second preset state, the first game scene is controlled to execute dynamic instructions.
2. The method according to claim 1, characterized in that If it is determined according to the first switching feedback information that the first switching condition is satisfied, controlling the first game scene to switch from the first preset state to the second preset state includes: Determine a first number of consenters according to the first switching feedback information; the first number of consenters is the number of game accounts that agree to switch the first game scene from the first preset state to the second preset state; If the first number of consenting persons reaches a first number threshold, the first game scene is controlled to switch from the first preset state to the second preset state.
3. The method according to claim 1, characterized in that The multiple game accounts include a main editing game account and at least one synchronous editing game account, and the main editing game account is a game account that creates the target game map.
4. The method according to claim 3, characterized in that The step of obtaining, in response to a first switching operation of a first game account among the multiple game accounts, first switching feedback information provided by other game accounts other than the first game account includes: In response to a first switching operation of the main editing game account, first switching feedback information provided by the synchronous editing game account is obtained.
5. The method according to claim 3, characterized in that: The method further comprises: In response to a second switching operation of the main editing game account, controlling the first game scene to switch from the second preset state to a third preset state; When the first game scene is in the third preset state, in response to the second editing operation of the multiple game accounts in the first game scene, second editing information for the target game map is obtained.
6. The method according to claim 5, characterized in that The first game scene does not execute the dynamic instruction in the first preset state or the third preset state.
7. The method according to claim 5, characterized in that The method further comprises: In response to the third switching operation of the main editing game account, the first game scene is controlled to switch from the third preset state to the second preset state after a preset time.
8. The method according to claim 5, characterized in that The method further comprises: In response to the fourth switching operation of the main editing game account, obtaining second switching feedback information provided by the synchronous editing game account; the second switching feedback information is used to indicate whether the synchronous editing game account agrees to switch the first game scene from the third preset state to the first preset state; If it is determined according to the second switching feedback information that the second switching condition is met, the first game scene is controlled to switch from the third preset state to the first preset state.
9. The method according to any one of claims 3 to 8, characterized in that: The method further comprises: In response to the switch suggestion operation of the synchronous editing game account, switch suggestion information is displayed in the graphical user interface of the main editing game account; the switch suggestion information is used to suggest that the main editing game account switch the state of the first game scene.
10. The method according to claim 1, characterized in that The method is applied to a terminal device corresponding to a second game account among the multiple game accounts; the method further includes: The first display parameter is used to display the first scene component currently being edited by the second game account, and the second display parameter is used to display the second scene component currently being edited by the third game account; the third game account is a game account other than the second game account among the multiple game accounts; the first scene component and the second scene component are both scene components in the first game scene; the first display parameter is different from the second display parameter.
11. The method according to claim 1, characterized in that: The method is applied to a terminal device corresponding to a second game account among the multiple game accounts; the method further includes: During the process of editing a third scene component by a third game account, real-time editing information of the third scene component is obtained, and the real-time editing status of the third scene component is displayed according to the real-time editing information; the third game account is a game account other than the second game account among the multiple game accounts; the third scene component is a scene component in the first game scene.
12. The method according to claim 1, characterized in that The method is applied to a terminal device corresponding to a second game account among the multiple game accounts; the method further includes: During the process of editing a third scene component by a third game account, displaying the third scene component as a preset component state; the third game account is a game account other than the second game account among the multiple game accounts; the third scene component is a scene component in the first game scene; After the third game account finishes editing the third scene component, the editing information of the third scene component is obtained, and the edited third scene component is displayed according to the editing information of the third scene component.
13. The method according to claim 1, characterized in that The first game scene is provided with a plurality of virtual characters corresponding to the plurality of game accounts; the method further comprises at least one of the following steps: In response to a fourth game account among the multiple game accounts sending text information or expression information, displaying the text information or expression information on a virtual character corresponding to the fourth game account; In response to the fourth game account sending a text message or an expression message, and the fourth game account currently editing a fourth scene component in the first editing mode, displaying the text message or the expression message on the fourth scene component; In response to the fourth game account sending a voice message, displaying a voice mark on the virtual character corresponding to the fourth game account; In response to the fourth game account sending a voice message, and the fourth game account currently editing the fourth scene component in the first editing mode, displaying the voice mark on the fourth scene component; Among them, the fourth scene component is the scene component in the first game scene.
14. The method according to claim 1, characterized in that The first game scene is provided with a plurality of virtual characters corresponding to the plurality of game accounts; the method further comprises at least one of the following steps: In response to a first transmission operation of the second game account, transmitting the virtual character corresponding to the fifth game account specified by the first transmission operation to the area where the virtual character corresponding to the second game account is located; In response to a second transmission operation of the second game account, transmitting the virtual character corresponding to the second game account to an area where the virtual character corresponding to the sixth game account specified by the second transmission operation is located; Among them, the second game account and the fifth game account are both game accounts among the multiple game accounts.
15. A game editing device, characterized in that: The device comprises: A game map loading module is configured to load a target game map to display a first game scene currently edited by multiple game accounts in a graphical user interface; A first editing module is configured to obtain first editing information for the target game map in response to a first editing operation of the multiple game accounts in the first game scene when the first game scene is in a first preset state; a switching information processing module, configured to, in response to a first switching operation of a first game account among the multiple game accounts, obtain first switching feedback information provided by other game accounts other than the first game account; the first switching feedback information is used to indicate whether other game accounts agree to switch the first game scene from the first preset state to the second preset state; a switching control module, configured to control the first game scene to switch from the first preset state to the second preset state if it is determined according to the first switching feedback information that a first switching condition is satisfied; The dynamic control module is configured to control the first game scene to execute dynamic instructions when the first game scene is in the second preset state.
16. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 14 is implemented.
17. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 14 by executing the executable instructions.
Citation Information
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