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

By supporting multiple users to edit the same game map in the game editor and controlling the game scene state by switching feedback information, the problem of low editing efficiency in existing technologies is solved, and efficient multi-user editing and testing are achieved.

CN120022604BActive Publication Date: 2026-01-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510425003.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-04-03
Publication Date
2026-01-16
Estimated Expiration
2045-04-03

AI Technical Summary

Technical Problem

Current game editors do not support multiple users editing the same game map, resulting in low editing efficiency.

Method used

By displaying the first game scene currently being edited by multiple game accounts in the graphical user interface, responding to editing and switching operations of multiple game accounts, obtaining switching feedback information, and controlling the game scene to switch between different preset states, multi-person editing and testing can be achieved.

Benefits of technology

It enables multiple users to edit the same game map, improving editing efficiency, and was tested in a multi-user editing environment to avoid adverse effects on the user editing process.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game editing method, a game editing device, a program product and an electronic device, and relates to the technical field of games. The method comprises: loading a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface; in the case that the first game scene is in a first preset state, in response to a first editing operation of the plurality of 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, obtaining first switching feedback information provided by other game accounts; if it is determined that a 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 a second preset state; and in the case that the first game scene is in the second preset state, the first game scene is controlled to execute a dynamic instruction. The present disclosure realizes that multiple people edit the same game map, and supports testing in this case.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of games, and particularly relates to a game editing method, a game editing device, a computer program product and an electronic device. BACKGROUND

[0002] With the development of computers and games, a user-oriented game editor appears, and the user can edit a custom game map by using the game editor, so as to enrich game content and gameplay.

[0003] In the related art, the game editor usually does not support multiple people editing the same game map, and can only be edited by the creator of the game map, which leads to low editing efficiency. SUMMARY

[0004] The present disclosure provides a game editing method, a game editing device, a computer program product and an electronic device to at least partially 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, and the method comprises: loading a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface; in a case where the first game scene is in a first preset state, in response to a first editing operation of the plurality of 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 in the plurality of game accounts, obtaining first switching feedback information provided by other game accounts outside 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 that a first switching condition is met according to the first switching feedback information, the first game scene is controlled to be switched from the first preset state to the second preset state; in a case where the first game scene is in the second preset state, the first game scene is controlled to execute a dynamic instruction.

[0006] According to a second aspect of the present disclosure, a game editing apparatus is provided, the apparatus comprising: a game map loading module configured to load a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface; a first editing module configured to, in a case where the first game scene is in a first preset state, acquire first editing information for the target game map in response to a first editing operation of the plurality of game accounts in the first game scene; a switching information processing module configured to acquire first switching feedback information provided by other game accounts except for a first game account of the plurality of game accounts in response to a first switching operation of the first game account; the first switching feedback information being 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 a first switching condition is determined to be met according to the first switching feedback information; and a dynamic control module configured to control the first game scene to execute a dynamic instruction in a case where 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, comprising a computer program, the computer program being executed by a processor to implement the method of the first aspect and possible implementation manners thereof.

[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 first aspect and possible implementation manners thereof by executing the executable instructions.

[0009] The technical solution of the present disclosure has the following beneficial effects:

[0010] On the one hand, the first game scene allows a plurality of 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, the plurality of game accounts can switch between editing the target game map and testing the target game map. Thus, the same game map is edited by multiple users, and testing is supported in the case of multiple users 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 acquired, and if the first switching condition is determined to be 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 intention of multiple users, avoiding adversely affecting the editing process of the users. BRIEF DESCRIPTION OF DRAWINGS

[0011] Figure 1FIG. 1 shows a schematic diagram of a system architecture in the present exemplary embodiment;

[0012] Figure 2 FIG. 2 shows a flowchart of a game editing method in the present exemplary embodiment;

[0013] Figures 3A to 3E FIG. 3 shows a schematic diagram of a first editing operation in the present exemplary embodiment;

[0014] Figures 4A to 4B FIG. 4 shows a schematic diagram of another first editing operation in the present exemplary embodiment;

[0015] Figure 5 FIG. 5 shows a schematic diagram of still another first editing operation in the present exemplary embodiment;

[0016] Figures 6A to 6B FIG. 6 shows a schematic diagram of a switching state in the present exemplary embodiment;

[0017] Figures 7A to 7B FIG. 7 shows a schematic diagram of another switching state in the present exemplary embodiment;

[0018] Figure 8 FIG. 8 shows a schematic diagram of switching between different states in the present exemplary embodiment;

[0019] Figure 9 FIG. 9 shows a schematic diagram of a first display parameter and a second display parameter in the present exemplary embodiment;

[0020] Figure 10A FIG. 10 shows a schematic diagram of displaying a real-time editing state in the present exemplary embodiment;

[0021] Figure 10B FIG. 11 shows a schematic diagram of displaying a preset component state in the present exemplary embodiment;

[0022] Figure 11 FIG. 12 shows a schematic diagram of displaying text information and voice information in the present exemplary embodiment;

[0023] Figure 12 FIG. 13 shows a structural schematic diagram of a game editing device in the present exemplary embodiment;

[0024] Figure 13 FIG. 14 shows a structural schematic diagram of an electronic device in the present exemplary embodiment. DETAILED DESCRIPTION

[0025] Example embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0026] The accompanying drawings are illustrative, and are not necessarily drawn to scale. Some of the block diagrams in the drawings can be functional entities that can not necessarily correspond to physically or logically separate entities. These functional entities can be implemented in software, or in hardware, or in a combination of hardware and software, or in network, processor, or microcontroller. The embodiments can be implemented in a variety of ways, and should not be understood to be limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of the embodiments of the present disclosure. However, one skilled in the relevant art will recognize that one or more of the specific details can be omitted, or other methods, components, devices, steps, etc., can be used in place of one or more of the specific details.

[0027] The game editor supports users to edit a custom game map. When multiple users edit the same game map, interference between the users is likely to occur, resulting in editing errors. Therefore, the related art generally does not support multiple users to edit the same game map, or although supports multiple users to edit the same game map, but limits the test function. Obviously, the method of not supporting multiple users to edit the same game map, or limiting the test function, affects the editing efficiency.

[0028] In view of the above problems, the exemplary embodiments of the present disclosure provide a game editing method.

[0029] Figure 1 A system architecture diagram of an operating environment of the exemplary embodiments is shown. The system architecture can include a terminal device 110 and a server 120. The terminal device 110 can be a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, or the like, and has a display function and can display a graphical user interface, which can include an interface of an operating system or an interface of an application program, etc. The terminal device 110 has an application program installed thereon, which can be a game program or an editing program. When the terminal device 110 runs the application program, a table editing interface, a game editing scene, or the like can be displayed in the graphical user interface. The server 120 generally refers to a background system that provides a game or editing service in the exemplary embodiments, and can be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform game data processing on the server side. The terminal device 110 and the server 120 can be connected through a wired or wireless communication link to perform data transmission. The method in the exemplary embodiments can be performed by any one or more of the terminal device 110 and the server 120.

[0030] In an embodiment, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control and interaction method in the game are completed on the cloud gaming server (which can be the server 120 described above). The role of the cloud gaming client (which can be the terminal device 110 described above) is to receive and send data and present the game picture. For example, the cloud gaming client can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc.; and the information processing is performed by the cloud gaming server in the cloud. When playing or editing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the cloud gaming client through the network, and finally decodes and outputs the game picture through the cloud gaming client.

[0031] In an embodiment, the game map edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, the current edited game map can be automatically saved at intervals during the editing process, or saved according to the user's manual saving operation, or automatically saved when the editing is exited. When saving the game map, the terminal device 110 can upload the game map data to the server 120 for storage by the server 120.

[0032] In an embodiment, the server 120 can maintain a game map pool, such as deploying a database for storing game maps on the server side. In response to the instruction of publishing the game map on the terminal device 110, the server 120 can add the game map data to the game map pool, so that other players can download the game map data from the game map pool and use the game map to play the game. Thus, the UGC (User Generated Content) function can be realized quickly.

[0033] In an embodiment, the above method can be realized by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application program in a single machine environment to realize the editing function and execute the above method.

[0034] Figure 2 An exemplary flow of the game editing method is shown, which can include the following steps:

[0035] Step S210, load the target game map to display a first game scene currently edited by the plurality of game accounts in the graphical user interface;

[0036] Step S220, in a case where the first game scene is in the first preset state, in response to a first editing operation of the plurality of game accounts in the first game scene, obtain first editing information for the target game map;

[0037] Step S230, in response to a first switching operation of a first game account in the plurality of game accounts, obtain first switching feedback information provided by other game accounts outside 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 that a first switching condition is met according to the first switching feedback information, control the first game scene to switch from the first preset state to the second preset state;

[0039] Step S250, in a case where the first game scene is in the second preset state, control the first game scene to execute the dynamic instruction.

[0040] Based on Figure 2 The method shown, on the one hand, the first game scene allows the plurality of 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, the plurality of game accounts can switch between editing the target game map and testing the target game map. Thus, the same game map is edited by multiple people, and testing is supported in the case of multiple people editing, which is beneficial to improve editing efficiency. On the other hand, in response to the first switching operation, the first switching feedback information is obtained, and 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 considers the switching intention of the plurality of users, and the adverse effect on the editing process of the users is avoided.

[0041] The following will be specifically described. Figure 2 each step of

[0042] Reference Figure 2 In step S210, the target game map is loaded to display the first game scene currently edited by the plurality of game accounts in the graphical user interface.

[0043] A game map refers to a virtual space in a game, including but not limited to game levels, copies, towns, homesteads, and other scenes. A target game map is a game map to be edited by a user, which can be a game map provided by a game program, a game map edited by the user, a game map downloaded from another user, or a newly created game map.

[0044] In an embodiment, a target game map can include one or more scene components. A scene component is a person, object, or part of a person or object in a scene, such as a building, a vehicle, a plant, a mechanism, an NPC (Non-Player Character), and the like. A target game map can include scene components provided by the scene, such as scene components that match the scene style of the target game map and are initially provided by the game developer when creating the target game map. The target game map can also include scene components added based on previous editing operations by the user, such as scene components added by the user in the last editing of the target game map, through custom modeling or using scene component controls, and the like.

[0045] A game program can provide template scene components and corresponding scene component controls, so that the user can quickly generate template 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 "original wooden tea table", "round low table", "wooden small table", "European style table", and the like. The user can generate corresponding scene components in the target game map by clicking or dragging the scene component controls, and the like. For example, the user can trigger the generation of a round low table scene component at a certain position in the target game map by dragging the "round low table" scene component control to that position.

[0046] A scene component control is configured with corresponding template parameters, such as one or more of shape, color, texture, transparency, material, size, direction, physical properties, and the like, and can also include other types of parameters. If a scene component is generated through a scene component control, the corresponding template parameters of the scene component control can be called to quickly generate the scene component in the target game map, without the need for the user to set each parameter of the scene component from zero, which is equivalent to applying a template for the scene component, thereby improving editing efficiency. Of course, after generating a scene component, its scene component parameters can be modified, such as changing its size through a scaling operation, changing its direction through a rotation operation, changing its color, transparency, and the like through a color setting operation, to form more diverse scene components.

[0047] The game program can come with scene component controls, e.g., the game developer pre-edits the template parameters of scene components and configures them as scene component controls for users to use. In addition, users can also be allowed to configure scene component controls. For example, users can model non-templated scene components and save them as scene component controls. In an implementation, users can be allowed to edit and update scene component controls, e.g., the template parameters corresponding to the scene component controls can be modified and saved. When generating scene components through scene component controls later, the updated template parameters can be called to generate scene components.

[0048] In an implementation, users can edit to generate custom scene components, e.g., users can create new scene components through modeling, which can be non-templated scene components. This increases the flexibility of user editing.

[0049] The first game scene can be a target game map loaded in a dynamic mode supporting editing. The first game scene supports simultaneous editing by multiple users, 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 correspond to the use of a terminal device and participate in the editing of the first game scene through networking. For example, a game account (e.g., the game account that created the target game map, referred to as the main editing game account) can first enter the first game scene, then invite other game accounts to edit the first game scene, and the invited game accounts also enter the first game scene. Alternatively, multiple game accounts can first form a team and then enter the first game scene together, and can also invite other game accounts to edit the first game scene.

[0050] The following describes several modes involved in the present exemplary implementation.

[0051] Editing mode: a mode in which users can edit game maps. The target game map loaded in the editing mode is referred to as the second game scene. The second game scene is usually in a static state, and thus the editing mode can be referred to as a static mode supporting editing. In the editing mode, the second game scene can not execute dynamic instructions.

[0052] In an embodiment, in the editing mode, the user can edit scene components and scene background in the second game scene, such as editing attributes of the scene components, e.g., color, size, etc., but cannot control the virtual character to perform game running operations, such as cannot control the virtual character to attack, cast skills, etc. For example, in the editing mode, no player character is set in the second game scene, and the user cannot control the player character to perform game running operations. Alternatively, a player character is set, but the role of the player character is to control the perspective in the game scene, and the user can control the perspective by moving the player character, but cannot perform game running operations such as attack, cast skills, etc.

[0053] Running mode: is a mode of playing the game map. The running mode can include a trial running mode (or test mode), which refers to a mode of playing for testing purposes. The target game map loaded in the editing mode is referred to as a third game scene. In the running mode, the third game scene supports game running operations, but does not support user editing. For example, the user can control the virtual character to perform game running operations such as attack, cast skills, etc., but cannot edit attributes of the scene components, e.g., color, size, etc.

[0054] In an embodiment, in the running mode, the third game scene can execute dynamic instructions, such as presenting automatic changes of the game environment, automatic operation of the scene components, etc., based on pre-set game logic.

[0055] Dynamic mode supporting editing: a mode that supports user editing and the game scene can execute dynamic instructions, which is a special editing mode, or a special running or trial running mode. In the dynamic mode supporting editing, the user can perform editing operations, such as editing attributes of the scene components, e.g., color, size, etc.

[0056] In an embodiment, in the dynamic mode supporting editing, the user can also perform game running operations, such as controlling the virtual character to attack, cast skills, etc. Therefore, the dynamic mode supporting editing can also be referred to as a running mode supporting editing.

[0057] In an embodiment, the target game map can be freely switched between the editing mode, the running mode, and the dynamic mode supporting editing, i.e., the first game scene, the second game scene, and the third game scene can be freely switched.

[0058] In an embodiment, the first running trigger instruction is triggered in response to a first running trigger in the second game scene or the third game scene, so as to support the dynamic mode loading of the target game map for display of the first game scene in the graphical user interface. For example, in the case of displaying the second game scene, a first running trigger control can be provided in the graphical user interface, and the first running trigger instruction is generated when the first running trigger control is clicked or long-pressed by the user, so as to trigger the dynamic mode supporting editing to enter the dynamic mode supporting editing, to support the dynamic mode loading of the target game map, and the second 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 editing mode to the dynamic mode supporting editing.

[0059] In an embodiment, the target game map can be first selected in the game editor by a game account, so as to trigger the target game map to be loaded in the editing mode and enter the second game scene. Then, in response to a synchronization editing invitation initiated by the game account, the game accounts accepting the synchronization editing invitation are 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 running trigger instruction of a game account in the multiple game accounts, the target game map is loaded in the dynamic mode supporting editing, so as to jump to the first game scene, and the multiple game accounts can all enter the first game scene to edit and test in the first game scene.

[0060] In an embodiment, in the case of displaying the third game scene, a first running trigger control can also be provided in the graphical user interface. The user can operate the first running trigger control to trigger the dynamic mode supporting editing to enter the dynamic mode supporting editing, so as to support the dynamic mode loading of the target game scene, 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 running mode to the dynamic mode supporting editing.

[0061] In an embodiment, the third game scene is displayed in the graphical user interface in response to a second running trigger instruction. For example, in the case of displaying the first game scene or the second game scene, a second running trigger control can be provided in the graphical user interface, and the second running trigger instruction is generated when the second running trigger control is clicked or long-pressed by the user, so as to trigger the editing mode or the dynamic mode supporting editing to enter the running mode, so as to load the target game scene in the running 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 conveniently switch from the editing mode or the dynamic mode supporting editing to the running mode.

[0062] In an embodiment, the running mode can be selected in the setting interface. For example, two running modes are provided, including a running mode and an editing-enabled running mode (i.e., a dynamic mode supporting editing), from which the user can select. The present disclosure does not limit the specific names of the two running modes. For example, the running mode can be a normal trial mode, and the editing-enabled running mode can be a sandbox trial mode. In the case of selecting the editing-enabled running mode, the running trigger instruction for the target game map or the second game scene is the first running trigger instruction, which can trigger the target game map to be loaded in the editing-enabled running mode to enter the first game scene. In the case of selecting the running mode, the running trigger instruction for the target game map or the second game scene is the second running trigger instruction, which can trigger the target game map to be loaded in the running 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 can provide switching controls between different states, editing operation controls, scene component controls, game running controls, and the like. The third game scene can only provide game running controls.

[0063] In an embodiment, after switching from the second game scene or the third game scene to the first game scene, the second game scene or the third game scene is returned to in response to exiting the first game scene.

[0064] The above provides a switching operation manner between different modes of the target game map. The user can switch from the editing mode or the running mode to the dynamic mode supporting editing, so as to display the first game scene.

[0065] In an embodiment, the target game scene can be directly loaded in the dynamic mode supporting editing without entering the editing mode or the running mode first. For example, in the case of selecting the dynamic mode supporting editing in the game editor, if the user selects 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 triggered to be loaded in the dynamic mode supporting editing, and after entering the editing interface, the first game scene corresponding to the target game map is displayed.

[0066] Continuing to refer to Figure 2 In step S220, in the case of the first game scene being in the first preset state, the first editing information for the target game map is obtained in response to the first editing operation of the plurality of game accounts in the first game scene.

[0067] The first game scene has different states, and different functions can be realized in different states. In an 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. In the second preset state, the first game scene executes dynamic instructions, so that the user sees the dynamic effect of the edited information. For example, 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 an embodiment, the first game scene can also have a third preset state, in which the user is allowed to perform editing operations. For example, the first preset state is an initial state, the second preset state is a running state, and the third preset state is a pause state. When entering the first game scene, the first game scene is in the initial state by default, and the user can perform editing operations at this time. The first game scene does not execute dynamic instructions, or only executes part of the dynamic instructions. Then, the user can switch the first game scene from the initial state to the running state, and at this time the user cannot perform editing operations. The first game scene executes dynamic instructions. Then, the user can also switch the first game scene from the running state to the pause state, and at this time the user can perform editing operations. The first game scene does not execute dynamic instructions, or only executes part of the dynamic instructions. In the pause state, the user can switch the first game scene to the running state, or switch the first game scene to the initial state through initialization and the like.

[0069] It should be understood that the editing operations of the user in the first game scene are 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 can also not be presented, such as when the user modifies the type of a scene component in the first game scene, the scene component does not present a corresponding change in the first game scene. After returning from the first game scene to the second game scene, such as switching back from the running mode supporting editing to the editing mode, the information of the edited target game map can be displayed.

[0070] In order to distinguish between the editing operations of the user in different states of the first game scene, the editing operation in the first preset state is referred to as a first editing operation, and the editing operation in the third preset state is referred to as a second editing operation. Correspondingly, 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 plurality of 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 described in detail below.

[0072] In an embodiment, the first editing operation includes, but is not limited to, any one or more of the following operations: adding a scene component in the first game scene; deleting a scene component from the first game scene; editing the properties of a scene component in the first game scene, such as editing the position, 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, etc. environment information; editing the game setting information of the first game scene, such as setting the game duration, player camp, game victory or failure conditions, etc. information.

[0073] In an embodiment, the user can select a scene component in the first game scene, such as clicking to select. The selected scene component is the current editing object, and the user can directly edit it.

[0074] In an embodiment, a plurality of virtual characters corresponding to the plurality of game accounts are provided in the first game scene, and each game account can correspond to a virtual character. The virtual character is controlled by the game account, so that the user can edit the scene component through the virtual character, such as picking up and moving the scene component through the virtual character to edit the position of the scene component. The user can also control the virtual character to execute game running process instructions to achieve the purpose of testing the target game map.

[0075] In an embodiment, a selection mark can be displayed in the graphical user interface. According to the aiming direction of the selection mark, the to-be-edited scene component is determined from the scene components of the first game scene. In response to the first editing operation on the to-be-edited scene component, the first editing information corresponding to the to-be-edited scene component is obtained. The selection mark is a visual mark for selecting the to-be-edited scene component, which can be any shape such as a star, a circle, a pentagon, etc. Optionally, the selection mark can be a reticle corresponding to the controlled virtual character.

[0076] Optionally, the selection mark can be configured to move according to the movement of the virtual character.

[0077] Optionally, the selection mark can be displayed by default at the center of the picture of the first game scene.

[0078] Optionally, in response to a movement control operation on the selection mark, the selection mark can be controlled to move 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 can be controlled to adjust, so that the user can freely select the scene component to be edited.

[0080] According to the aiming position of the selection mark, the scene component aimed at by the selection mark can be taken as the to-be-edited scene component, so that the user can freely select the to-be-edited scene component by selecting the selection mark.

[0081] Figure 3A A schematic diagram of a first game scene is shown. In the perspective of any game account participating in editing the first game scene, the selection mark 303 can be displayed in the center of the picture of the first game scene. Figure 3A The picture shown. The first game scene is provided with a virtual character 301. The selection mark 303 can be fixed in the center of the picture of the first game scene, and when the user adjusts the perspective, the selection mark 303 moves relatively with the first game scene, thereby selecting the to-be-edited scene component. For example, Figure 3A It is shown that the selection mark 303 currently aims at the block component 302, and the block component 302 is taken as the to-be-edited scene component.

[0082] In an implementation, after the to-be-edited scene component is determined, the to-be-edited scene component can be displayed in a distinguished manner, such as being displayed in a color, transparency, etc. different from other scene components, as shown in Figure 3A The block component 302 is added with a texture pattern different from other scene components. In this way, the user can intuitively distinguish the to-be-edited scene component.

[0083] After the to-be-edited scene component is determined, the user can perform a first editing operation on the to-be-edited scene component, such as a moving, rotating, scaling, etc. operation, and thereby obtain first editing information for editing the to-be-edited scene component.

[0084] In an implementation, after the to-be-edited scene component is determined, an editing operation control can be provided, such as the “scaling” control, the “rotation” control, the “distance” control, etc. in Figure 3A The user can perform the first editing operation on the to-be-edited scene component by using the editing operation control.

[0085] The above-mentioned manner of selecting the to-be-edited scene component through the selection mark enriches the selection manner of the scene component, and can improve the immersive editing experience to a certain extent.

[0086] In an implementation, after the to-be-edited scene component is determined, a first editing control is displayed to reduce the occlusion of the interface as much as possible; in response to a first editing operation performed through the first editing control, first editing information corresponding to the to-be-edited scene component is obtained. The first editing operation refers to an editing operation performed on the first editing control.

[0087] Exemplarily, the first editing control can 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 an implementation, the first editing information corresponding to the to-be-edited scene component is obtained in response to the first editing operation performed by the first editing control, and the first editing information can be obtained by the following steps: generating a component control object corresponding to the to-be-edited scene component in the first game scene in response to the first editing operation performed by the first editing control; and controlling editing of the component control object in response to an editing operation on the component control object, and obtaining the first editing information of the to-be-edited scene component.

[0089] The component control object corresponding to the to-be-edited scene component can be presented with visual effects such as a ghost image and highlighting, so as to prompt the user of the current editing object. The component control object can be a control object in an editable state. By generating the component control object corresponding to the to-be-edited scene component, the to-be-edited scene component is in an editable state, and other scene components are in a non-editable state. The selected scene component can be edited only by switching the selection mark, so that the user editing operation can be smooth and orderly.

[0090] In an implementation, the first editing control includes a first sub-control, and the component control object corresponding to the to-be-edited scene component is generated in the first game scene in response to the first editing operation performed by the first editing control, and the component control object of the to-be-edited scene component is generated according to the position of the virtual role in response to a touch operation of the first sub-control, and the to-be-edited scene component is retained.

[0091] In an implementation, the first editing control includes a second sub-control, and the component control object corresponding to the to-be-edited scene component is generated in the first game scene in response to the first editing operation performed by the first editing control, and the component control object of the to-be-edited scene component is generated according to the position of the virtual role in response to a touch operation of the second sub-control, and the to-be-edited scene component is hidden.

[0092] In an implementation, the first editing control includes a third sub-control, and the component control object corresponding to the to-be-edited scene component is generated in the first game scene in response to the first editing operation performed by the first editing control, and the component control object of the to-be-edited scene component is generated according to the position of the virtual role in response to a touch operation of the third sub-control, and an attribute editing sub-control is displayed; the attribute editing sub-control is used to edit the attribute of the component control object.

[0093] In an implementation, the response to the editing operation on the component control object, the first editing information corresponding to the scene component to be edited can be obtained by the following steps: in response to the touch operation of the moving sub-control, a coordinate axis option is displayed, the coordinate axis option including three coordinate axes corresponding to the component control object; in response to selecting a target coordinate axis from the coordinate axis option, the component control object is controlled to move in the game running scene along the target coordinate axis; and the first editing information corresponding to the scene component to be edited is determined according to the moving state of the component control object. As shown in Figure 3B , an interface diagram for moving editing by the moving sub-control is provided. Through the selection of the coordinate axis, the component control object can be freely adjusted in the three-dimensional space, so as to flexibly meet the different adjustment requirements of the user.

[0094] As an example, in response to the touch operation of the third sub-control, the attribute editing sub-control can be displayed. In the case of displaying the attribute editing sub-control, the component control object is not controlled to move following the movement of the virtual role.

[0095] Optionally, in the case of displaying the attribute editing sub-control, the editing confirmation sub-control and the editing cancel sub-control can be controlled to be displayed, and the current editing is saved or cancelled.

[0096] In an implementation, the first editing control includes a fourth sub-control, and the first editing information corresponding to the scene component to be edited can be obtained by the following steps in response to the first editing operation through the first editing control: in response to the touch operation on the fourth sub-control, the first editing information corresponding to the scene component to be edited is obtained; and the first editing information includes deletion editing information.

[0097] As an example, after the association relationship between the virtual role and the component control object is established, the second editing control can be controlled to be displayed, and the editing of the component control object is controlled in response to the first editing operation through the second editing control.

[0098] Optionally, when the second editing control is controlled to be displayed, at least part of the first editing control can be hidden to avoid interface information redundancy.

[0099] In an implementation, the second editing control includes a distance editing sub-control, and the editing of the component control object can be controlled in response to the first editing operation through the second editing control by the following steps: in response to the editing operation on the distance editing sub-control, the component control object is controlled to move close to or away from the virtual role, and the position of the virtual role remains unchanged.

[0100] The distance editing sub-control can be used to control the proximity of the component control object relative to the virtual role.

[0101] As an example, as shown inFigure 3C As shown, an interface diagram for controlling the component control object to move close to or away from the virtual character is provided, and the component control object can be flexibly controlled to move towards or away from the virtual character through the distance editing sub-control, so as to realize the movement editing of the component control object.

[0102] In an implementation, in response to the editing operation on the distance editing sub-control, the component control object is controlled to move close to or away from the virtual character, which can be realized by the following steps: in response to the movement editing operation of the distance editing sub-control, it is judged whether the component control object triggers the grid adsorption or the component stacking adsorption; if the component control object triggers the grid adsorption or the component stacking adsorption, it is judged whether the movement editing distance corresponding to the distance editing sub-control is greater than a second preset distance threshold; if the movement editing distance corresponding to the distance editing sub-control is less than or equal to the second preset distance threshold, the component control object is not controlled to move; if the movement editing distance corresponding to the distance editing sub-control is greater than the second preset distance threshold, the component control object is controlled to move to move close to or away from the virtual character.

[0103] The grid adsorption can be adsorbing the component control object to the scene grid line closest to the component control object and having a distance value less than a specific preset threshold, and the component stacking adsorption can be adsorbing the component control object to other scene components closest to the component control object and having a distance value 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 greater the value, the greater the adsorption strength.

[0104] The second preset distance threshold is used to judge whether the component control object is controlled to move, which provides a certain fault tolerance space for the user movement operation.

[0105] In an implementation, in response to the first editing operation of the second editing control, the component control object is edited, which can be realized by the following steps: in the process of controlling the component control object to move, if the component control object triggers the grid adsorption or the component stacking 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 view angle adjustment operation, the component control object is controlled to release the grid adsorption or the component stacking adsorption, and after the component control object releases the grid adsorption or the component stacking adsorption, in response to the editing operation on the distance editing sub-control, the component control object is controlled to move.

[0106] For example, if the component control object A triggers the component stacking adsorption with other scene components B (such as the ground), at this time, the editing operation on the distance editing sub-control is not responded; in response to the view angle adjustment operation, the component control object A and the other scene components B are controlled to release the component stacking adsorption, and at this time, in response to the editing operation on the distance editing sub-control, the component control object is controlled to move to the corresponding position.

[0107] For example, in response to the view angle adjustment operation, the control adjustment component control object is controlled to move to change the position of the component control object A on the other scene component B (e.g., the ground). Optionally, when the view angle is lifted to the preset height, if the ray from the virtual character to the component control object does not intersect with the other scene component B, the component control object A is controlled to be suspended. Optionally, when the view angle is lifted to the preset height, based on the distance between the virtual character and the component control object set by the distance editing sub-control, if the ray does not intersect with the other scene component B, the component control object A is controlled to be suspended.

[0108] In an embodiment, the second editing control includes a rotation editing sub-control, and 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 implemented by the following steps: in response to the editing operation on the rotation editing sub-control, displaying a rotation direction identifier and a current adjustment progress in the associated region of the rotation editing sub-control to control the rotation of the component control object.

[0109] The rotation editing sub-control can be used to control the rotation of the component control object.

[0110] For example, as shown in Figure 3D , an interface diagram for controlling the rotation of the component control object is provided, and the rotation axis can be selected through the rotation editing sub-control to flexibly control the rotation of the component control object around the rotation axis in a counterclockwise or clockwise direction, thereby realizing the rotation control of the component control object.

[0111] In an embodiment, the second editing control includes a scaling editing sub-control, and 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 implemented by the following steps: in response to the touch operation on the scaling editing sub-control, controlling the scaling of the component control object based on the center position of the component control object.

[0112] The scaling editing sub-control can be used to control the zooming in or zooming out of the component control object.

[0113] For example, as shown in Figure 3E , an interface diagram for controlling the scaling of the component control object is provided, and the scaling of the component control object based on the center position of the component control object can be flexibly controlled through the scaling editing sub-control, thereby realizing the scaling control of the component control object.

[0114] In one implementation, the second editing control includes an editing confirmation sub-control. The above 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 a 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 sub-control can be used to control the saving of edits made to the component control object.

[0116] In one implementation, the first editing operation includes a component addition operation. Responding to the first editing operation in the first game scene and obtaining first editing information may include the following steps: responding to the component addition 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 to the target game map.

[0117] For example, a user can add a scene component to be added in the first game scene through the first editing operation, and determine the scene component corresponding to the scene component to be added as the scene component to be added.

[0118] For example, if a scene component to be added is determined, the scene component to be added can be generated in the first game scene.

[0119] In one implementation, the above response to a component addition operation in the first game scene, determining 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 controls, determining a target scene component control in the scene component controls, and determining the scene component corresponding to the target scene component control as the scene component to be added.

[0120] For example, a scene component control bar can be displayed in a graphical user interface, comprising one or more scene component controls. (See reference) Figure 4A The scene component control bar 305 (i.e., the "component package") includes multiple scene component controls, such as "block," "floor," "frustum," "ring," and "sphere." Users can select scene component controls, such as clicking or dragging the "ring" control to identify it as the target scene component control, determine its corresponding ring component as the scene component to be added, and obtain the corresponding first editing information.

[0121] In one implementation, obtaining 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 based on the aiming direction of the selection marker or the position of the virtual character in the first game scene; and obtaining the first editing information corresponding to the scene component to be added in response to an editing operation on the component control object. The component control object is a temporary editing object that may have the same or similar appearance as the scene component to be added. For example, a virtual object with visual effects such as shadows and highlights generated based on 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 marker or at a position with a specific positional relationship to the virtual character, such as being located directly in front of the virtual character at a specific distance. The user can perform editing operations on the component control object, which is equivalent to performing editing operations on the scene component to be added, thereby obtaining the first editing information corresponding to the scene component to be added.

[0122] refer to Figure 4A As shown, when a 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 perform operations such as moving, rotating, and scaling 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 implementation, the response is to an end-of-edit instruction on the component control object, such as clicking... Figure 4A The confirmation control in the middle can remove or destroy component control object 307, and can also generate scene components to be added in the first game scene, or convert component control objects into scene components to be added, so as to present the editing effect of the generated scene component to be added. (Reference) Figure 4B As shown, a circular component 308 can be generated in the first game scene.

[0124] When a scene component control bar is displayed in a graphical user interface, the system can respond to adjustments made to the scene component control bar, allowing for adjustments to the scene component controls within it. For example, the types, order, and number of scene component controls in the scene component control bar can be adjusted; however, this disclosure does not impose specific limitations on these aspects.

[0125] In addition to generating scene components through scene component controls, scene components can also be generated by copying existing scene components, or through custom modeling.

[0126] In one implementation, when generating scene components, the generated scene components can be used as the scene components to be edited by default.

[0127] In one implementation, 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 an operation control used to control the virtual character; the first editing information is used to edit the scene component to be edited in the target game map; the scene component to be edited corresponds to the scene component to be edited.

[0128] In one implementation, a selection indicator is displayed in a graphical user interface, and the scene component to be edited is determined from the scene components of a first game scene based on the aiming direction of the selection indicator.

[0129] In one implementation, a virtual character can be hidden and / or positioned in response to a control object switching operation, placing the virtual character at the location of the scene component to be edited. The control object switching operation can change the current control object from a virtual character to the scene component to be edited. For example, in... Figure 3A In the first game scene shown, the user selects identifier 303 to identify the scene component to be edited as block component 302. If the user clicks the control object switching control 306, it triggers the conversion of the current control object from virtual character 502 to the scene component to be edited, and the scene is displayed. Figure 5 The image shown.

[0130] By hiding the virtual character and / or placing the virtual character in the position of the scene component to be edited, users can avoid misidentifying the control subject due to mental inertia after switching control subjects.

[0131] In one implementation, in response to a control object switching operation, the object associated with the virtual camera can be switched from a virtual character to a scene component to be edited, so that the virtual camera can be moved 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 to observe and control.

[0132] In one implementation, in response to a trigger operation on the editing control, the user edits a scene component to be edited in a first game scene and obtains the first editing information corresponding to the scene component to be edited. By editing the scene component to be edited in the first game scene, the editing operation is fed back into the first game scene, allowing the user to observe the editing progress in real time.

[0133] In an embodiment, the editing operation control includes a motion operation control; in response to a triggering operation on the motion operation control, the to-be-edited scene component is controlled to move in the first game scene, and first editing information corresponding to the to-be-edited scene component is obtained according to the motion information. Optionally, the motion operation control can be in the form of a virtual joystick, a control shaft, a virtual key, etc., and the disclosure does not make a specific limitation thereon.

[0134] Optionally, before the virtual character is hidden and / or placed in front of the to-be-edited scene component, the motion operation control in the graphical user interface can be used to control the virtual character; after the virtual character is hidden and / or placed in front of the to-be-edited scene component, the control object of the motion operation control can be switched from the virtual character to the to-be-edited scene component.

[0135] Optionally, before the virtual character is hidden and / or placed in front of the to-be-edited scene component, the original motion operation control in the graphical user interface can be used to control the virtual character; after the virtual character is hidden and / or placed in front of the to-be-edited scene component, the original motion operation control for controlling the virtual character can be hidden, and then a new motion operation control specially used for controlling the to-be-edited scene component is displayed.

[0136] Through the touch operation of the motion operation control, the user can realize the movement editing of the to-be-edited scene component.

[0137] In an embodiment, in response to the triggering operation on the motion operation control, the to-be-edited scene component is controlled to move in the first game scene, which can be realized by the following steps: controlling the motion operation control to be in a flight control mode; in the flight control mode, the physical collision attribute and / or the gravity attribute of the to-be-edited scene component are closed; in the flight control mode, in response to the touch operation on the motion operation control, the to-be-edited scene component is controlled to move in the first game scene.

[0138] For example, the motion operation control can include a normal control mode and a flight control mode. In the normal control mode, the physical collision attribute and / or the gravity attribute of the to-be-edited scene component can be opened; in the flight control mode, the physical collision attribute and / or the gravity attribute of the to-be-edited scene component can be closed.

[0139] For example, in response to the control object switching operation, it can be judged 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 the touch operation on the motion operation control, the to-be-edited scene component can be controlled to move in the first game scene, so as to facilitate the user to freely edit the to-be-edited scene component.

[0140] For example, in flight control mode, the motion operation control consists of a planar movement control and a vertical movement control; in response to a movement control operation on the planar movement control, the scene component to be edited is controlled to move horizontally in the first game scene; in response to a movement control operation on the vertical movement control, the scene component to be edited is controlled to move vertically in the first game scene.

[0141] For example, in response to a touch operation applied to the motion control, coordinate axis options are displayed, including 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 implementation, in flight control mode, the graphical user interface displays speed control controls and can also respond to touch operations on the speed control controls to control and adjust the movement speed of the scene components to be edited in the game running scene.

[0143] Optionally, in flight control mode, speed control controls can be displayed in the graphical user interface. Users can control deceleration or acceleration by sliding left or right on the speed control controls to control the movement speed.

[0144] In one implementation, reference Figure 5 As shown, the editing operation controls 309 include, but are not limited to, movement operation controls, rotation operation controls, scaling operation controls, and mirror operation controls, etc., and this disclosure does not specifically limit them. Among them, the rotation operation controls, scaling operation controls, and mirror operation controls can be used to perform editing operations such as rotation, scaling, and mirroring on the scene components to be edited.

[0145] In addition, editing controls may include confirmation controls and cancellation controls. Confirmation controls can be used to save the currently edited content, while cancellation controls can be used to cancel the currently edited content.

[0146] In one implementation, in response to selecting one or more scene components in a first game scene, a delete control is provided. In response to triggering the delete control, the scene component to be deleted in the target game map is determined, and first edit information corresponding to the scene component to be deleted is obtained. This first edit information is used to delete the scene component to be deleted from the target game map.

[0147] In an implementation, the first editing information for editing the scene component can be determined by directly operating the scene component in the first game scene to edit its attributes. For example, in the first game scene, the position of the scene component is adjusted in response to a moving operation on the scene component, the angle of the scene component is adjusted in response to a rotating operation on the scene component, and the size of the scene component is adjusted in response to a zooming operation on the scene component.

[0148] In an implementation, the editing operation can be performed in the attribute interface of the scene component, such as setting the value or type of the attribute. For example, the scene component can be selected and its attribute interface is opened. In the attribute interface, the position coordinates of the scene component can be set, the angle value and the size value of the scene component can be set, the physical attribute of the scene component can be set as having a collision volume or not having a collision volume, an automatic motion path can be added to the scene component, and the motion speed and motion distance parameters 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 a plurality of candidate materials as the material of the scene component, an automatic appearance change manner (such as gradually changing from white to red or changing to red when a certain condition is triggered) can be added to the scene component, and the like.

[0149] In an implementation, the above editing mode in which the scene component to be edited is directly taken as the current control object is referred to as a first editing mode (or an attached editing mode). The editing mode in which the virtual role is taken as the current control object and the scene component is edited by operating the virtual role is referred to as a second editing mode.

[0150] In an implementation, the user can edit the environmental information in the related editing interface or through the corresponding control. For example, the user can select a background from the candidate backgrounds as the background of the target game map, or can select to change the weather of the target game map, or adjust the lighting parameters, and the like.

[0151] With reference to Figure 2 In step S230, in response to a first switching operation of a first game account in the plurality of game accounts, first switching feedback information provided by other game accounts outside the first game account is obtained; 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.

[0152] The first switching operation is used to switch the first game scene from the first preset state to the second preset state. With reference to Figures 3A to 5As shown in any of the drawings, it is shown that the first game scene is currently in the first preset state (i.e. initial state), and the user can perform a first switching operation through the state switching control 304. In the example 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 of the above-mentioned multiple game accounts. Alternatively, only a specific user can be allowed to perform the first switching operation, and the first game account can be a specific game account of the above-mentioned multiple game accounts.

[0153] In the case where the first game account performs the first switching operation, instead of directly switching the first game scene from the first preset state to the second preset state, the corresponding switching prompt information is sent to other game accounts, and other game accounts can select whether to agree to switch according to the switching prompt information, thereby obtaining first switching feedback information. Whether to switch is determined according to the first switching feedback information.

[0154] In an 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 participating in the editing of the first game scene other than the main editing game account. 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 manner, i.e. each game account performs a first editing operation that can be synchronized to other game accounts in real time or close to real time, so that each game account sees the first game scene as a result of common editing by all game accounts.

[0155] In an embodiment, the above-mentioned response to the first switching operation of the first game account of the multiple game accounts, obtaining the first switching feedback information provided by other game accounts other than the first game account, can include the following steps:

[0156] In response to the first switching operation of the main editing game account, the first switching feedback information provided by the synchronous editing game account is obtained.

[0157] That is, the above-mentioned first game account is the main editing game account, and the main editing game account is allowed to perform the first switching operation, and the synchronous editing game account cannot perform the first switching operation. In this way, too many game accounts performing the first switching operation is avoided, which affects normal editing.

[0158] Of course, the first game account can also be a synchronous editing game account. For example, one of the above-mentioned multiple game accounts is allowed to be set as a game account with a host right, and the game account with the host right can perform the first switching operation. The initial default main editing game account has the host right. The main editing game account can transfer the host right to a synchronous editing game account, and the synchronous editing game account obtaining the right can perform the first switching operation.

[0159] With reference to the foregoing 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 switched 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 can be a condition related to the switching intention of other game accounts except the first game account. According to the first switching feedback information, the switching opinions of the other game accounts on this switching can be determined. If the first switching condition is met, it is determined to implement this switching. If the first switching condition is not met, the first game scene can continue to be in the first preset state.

[0161] In an embodiment, the above-mentioned if it is determined according to the first switching feedback information that the first switching condition is met, the first game scene is switched from the first preset state to the second preset state can include the following steps:

[0162] According to the first switching feedback information, the first number of approvals is determined. The first number of approvals 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 approvals reaches a first number threshold, the first game scene is switched from the first preset state to the second preset state.

[0164] The first number threshold can be determined according to 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 synchronous editing game accounts. For example, in response to the first switching operation of the main editing game account, the first switching feedback information of each synchronous editing game account is obtained, the number of people who agree to switch is counted to obtain the first number of approvals, and if the first number of approvals reaches the number of all synchronous editing game accounts, i.e., all synchronous editing game accounts agree to switch, it is determined to switch the first game scene from the first preset state to the second preset state.

[0165] When the main editing game account clicks the state switching control 304, a pop-up window 306 is displayed Figure 6AThe information shown, if the main editor game account clicks to initiate, performs a first switching operation, sends switching prompt information to the synchronous editing game account, and the synchronous editing game account can select whether to agree to this switching. In the process of waiting for the synchronous editing game account to select whether to agree, the main editing game account can see Figure 6B the information shown, and can cancel this switching.

[0166] By the above method, it is equivalent to using multiple game account voting 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, and is beneficial to improve the editing effect.

[0167] With reference to Figure 2 , in step S250, in the case where the first game scene is in the second preset state, the first game scene is controlled to execute the dynamic instruction.

[0168] The dynamic instruction refers to an instruction with a dynamic effect such as motion, appearance change, or form change executed by the first game scene or a scene component in the first game scene based on pre-set game information. The first game scene or the scene component presents a visual effect of dynamic behavior by executing the dynamic instruction, simulates the actual game running situation, and achieves the purpose of testing.

[0169] In an embodiment, the scene component has dynamic information, which is information for controlling dynamic behavior, such as including motion parameters. The scene component can be controlled to execute the dynamic instruction according to the dynamic information. In an embodiment, the scene component can be divided into one or more types according to its dynamic behavior characteristics. Different types of scene components have different types of dynamic information and execute corresponding dynamic instructions.

[0170] For example, the first game scene can include but is not limited to one or more types of scene components:

[0171] The first type of scene component is a scene component with non-interactive dynamic behavior characteristics, and the dynamic information thereof includes non-interactive dynamic information. In the example embodiment, interaction can refer to physical interaction between different virtual objects (such as two scene components or a scene component and a virtual character), such as collision. Correspondingly, non-interactive can refer to non-physical interaction, which is generally based on game logic, such as setting a trap to start at a specific time, which is a time-driven action based on game logic. It can be understood that the dynamic behavior of the first type of scene component is driven by non-interactive, which can not be affected by interaction, such as not reacting when colliding with other scene components. Non-interactive dynamic information can include non-interactive motion information, non-interactive appearance change information, and the like. For example, a user can edit motion information for a scene component, set the start condition of the motion information to a specific event or a specific time, and set the motion path, motion speed, and the like. 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 interaction, and thus belongs to non-interactive motion information. For another example, a user can edit appearance change information for a scene component, set the condition for appearance change to a specific event or a specific time, and set the appearance change mode, color after change, and the like. Then, in the first game scene, when the specific event occurs or the specific event is reached, the scene component can change its appearance according to the set appearance change information. The appearance change process is not driven by physical interaction, and thus belongs to non-interactive appearance change information.

[0172] In an embodiment, the first type of scene component is configured to execute non-interactive dynamic instructions. The non-interactive dynamic instructions are dynamic instructions associated with the non-interactive dynamic information, for example, the first type of scene component can execute corresponding non-interactive dynamic instructions in response to a specific non-interactive trigger condition based on parameters in the non-interactive dynamic information.

[0173] The second type of scene component is a scene component with interactive dynamic behavior characteristics, and the dynamic information thereof includes an interactive attribute. It can be understood that the second type of scene component can be driven by interaction to execute dynamic behavior, such as being able to collide with other scene components and move, deform, and the like under the action of collision. The interactive attribute refers to an attribute of the second type of scene component that indicates that it can be affected by interaction. For example, the interactive attribute can be a parameter in the physical attribute, and if the physical attribute of the scene component is “interactive”, it means that the scene component can be affected by physical driving action. The scene component belongs to the second type of scene component.

[0174] In one implementation, 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 the interactive attribute, is capable of being affected by interaction, and executes corresponding interactive dynamic instructions in response to interaction trigger conditions under the control of the game physics engine.

[0175] In one implementation, the first type of scene component can also have the interactive attribute and execute interactive dynamic instructions.

[0176] The third type of scene component is a scene component that will fixedly make inherent dynamic behavior, and the dynamic information thereof includes inherent dynamic information. The inherent dynamic information is dynamic information set in the templated parameters of the scene component and can be dynamic information pre-edited by the game developer. For example, a gear component generated by a "gear" scene component control initially has the templated parameters corresponding to the "gear" scene component control, which include inherent dynamic information of rotation. Therefore, all gear components generated by the "gear" scene component control have inherent dynamic information of rotation, and will fixedly make dynamic behavior of rotation in the first game scene. For another example, a conveyor belt component generated by a "conveyor belt" scene component control initially has the templated parameters corresponding to the "conveyor belt" scene component control, which include inherent dynamic information of conveying motion. Therefore, all conveyor belt components generated by the "conveyor belt" scene component control have inherent dynamic information of conveying motion, and will fixedly make dynamic behavior of conveying motion in the first game scene. In one implementation, the inherent dynamic information can be dynamic information that is not edited by the user, such as the user being unable to edit new inherent dynamic information for the scene component or delete or modify original inherent dynamic information.

[0177] In one implementation, the third type of scene component is configured to execute inherent dynamic instructions. The inherent dynamic instructions are dynamic instructions associated with the inherent dynamic information, such as the rotation instructions of the gear component and the conveying motion instructions of the conveyor belt component.

[0178] In an embodiment, the first type of scenario component or the second type of scenario component can also have inherent dynamic information and execute inherent dynamic instructions. Illustratively, the first type of scenario component is a scenario component with non-interactive dynamic behavior characteristics, or with 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 type of scenario component is a scenario component with interactive dynamic behavior characteristics, or with 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 type of scenario component is a scenario component without non-interactive dynamic behavior characteristics, without interactive dynamic behavior characteristics, with inherent dynamic behavior, and its dynamic information does not include non-interactive dynamic information, interactive attributes, and includes inherent dynamic information.

[0179] The fourth type of scenario component is a scenario component without dynamic behavior, which can be referred to as a static scenario component. Illustratively, the fourth type of scenario component can not have dynamic information, or the dynamic information is empty. For example, it can not have non-interactive dynamic information, will not make dynamic behavior driven by non-interactive action, and does not have interactive attributes, such as a physical attribute of “non-interactive”, i.e., will not make dynamic behavior driven by interaction, and does not have inherent dynamic information, and will not make inherent dynamic behavior. In an embodiment, the fourth type of scenario component can be a scenario component that is completely static and will not make any dynamic behavior.

[0180] Different types of scenario components can execute corresponding dynamic instructions according to their dynamic information.

[0181] In an embodiment, the game editing method can further include the steps of:

[0182] In response to a second switching operation of the main editing game account, the first game scenario is switched from the second preset state to a third preset state;

[0183] In a case where the first game scenario is in the third preset state, in response to a second editing operation of the plurality of game accounts in the first game scenario, second editing information for the target game map is obtained.

[0184] In an embodiment, the main editing game account can perform the second switching operation, such as reference Figure 7AIn a case where the first game scene is in the second preset state (i.e., a running state), the state switching control 304 is clicked to trigger a second switching operation, and the first game scene is switched from the second preset state to a third preset state. Since the second preset state is an uneditable 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 current editing of the user, and allows the main editing game account to directly switch through the second switching operation without the consent of other game accounts. In this way, the switching process is simplified.

[0185] In the third preset state, the user can perform a second editing operation. The operation mode of the second editing operation can be the same as or different from the first editing operation. For example, the second editing operation includes, but is not limited to, any one or more of the following operations: adding a scene component in the first game scene; deleting a scene component from the first game scene; editing properties of a scene component in the first game scene, such as editing the position, angle, appearance property, physical property, motion property, etc. of the scene component; editing the environment of the first game scene, such as changing the background, weather, lighting, terrain, etc. environment information; editing game setting information of the first game scene, such as setting game duration, player camp, game victory or failure condition, etc. information.

[0186] In an 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 an embodiment, the game editing method can 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 period.

[0189] Wherein, the main editing game account can perform the third switching operation, such as reference Figure 7BIn a case where the first game scene is in the third preset state (i.e., a pause state), the state switching control 304 is clicked to trigger a third switching operation, so as to switch the first game scene from the third preset state to the second preset state. Before switching, a preparation stage can be added, and a preset time length is set for the preparation stage, so that other users can prepare for the upcoming state switching. The preset time length can be a fixed time length, which is set by a game developer in advance, or can be determined according to the number of game accounts participating in editing the first game scene. The more the number of game accounts, the longer the preset time length. Within the preset time length, a prompt information can be presented to each game account to prompt that the first game scene is about to be switched. For example, the preset time length is 5 seconds, and the prompt information can be "5 seconds later, enter the running state". The "5 seconds" in the prompt information can be in the form of countdown. In this way, the switching process is simplified.

[0190] In an embodiment, the game editing method can further include the following steps:

[0191] In response to the fourth switching operation of the main editing game account, second switching feedback information provided by the synchronous editing game account is acquired; 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 that the second switching condition is met according to the second switching feedback information, the first game scene is switched from the third preset state to the first preset state.

[0193] The fourth switching operation of the main editing game account can be performed, such as clicking the reset control or the reset control in a case where the first game scene is in the third preset state (i.e., a pause state) to trigger the fourth switching operation, so as to switch the first game scene from the third preset state to the first preset state.

[0194] In a case where the fourth switching operation of the main editing game account is performed, 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. The synchronous editing game account can select whether to agree to the switching according to the switching prompt information, so as to obtain the second switching feedback information. Whether to perform the switching is determined according to the second switching feedback information.

[0195] The second switching condition is a threshold condition for determining whether to switch the first game scene from the third preset state to the first preset state, and can be a condition related to the switching intention of the synchronous editing game account. According to the second switching feedback information, the switching opinion of the synchronous editing game account on this switching can be determined. If the second switching condition is met, it is determined to implement this switching. If the second switching condition is not met, the first game scene can continue to be in the third preset state.

[0196] In an embodiment, if it is determined according to the second switching feedback information that the second switching condition is met, the controlling the first game scene to switch from the third preset state to the first preset state can include the following steps:

[0197] According to the second switching feedback information, a second number of people who agree is determined; the second number of people who agree 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 people who agree reaches a second number threshold, the first game scene is controlled to switch from the third preset state to the first preset state.

[0199] The second number threshold can be determined according to experience or specific circumstances, such as 1 / 2, 2 / 3, or the number of all synchronized editing game accounts. For example, in response to a fourth switching operation of the main editing game account, second switching feedback information of each synchronized editing game account is obtained, the number of people who agree to switch is counted, the second number of people who agree is obtained, and if the second number of people who agree reaches the number of all synchronized editing game accounts, that is, all synchronized editing game accounts agree to switch, it is determined that the first game scene is switched from the third preset state to the first preset state.

[0200] Since the first game scene is switched from the third preset state to the first preset state, it involves resetting the first game scene, which has a great impact on the editing operation of the user. The above method is equivalent to using 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 meets the wishes of all or most users, which is beneficial to improving the editing effect.

[0201] In an embodiment, in response to a fifth switching operation of the main editing game account, third switching feedback information provided by the synchronized editing game accounts is obtained; 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; and if it is determined according to the third switching feedback information that a third switching condition is met, the first game scene is controlled to switch from the second preset state to the first preset state.

[0202] In an embodiment, if it is determined according to the third switching feedback information that the third switching condition is met, the controlling the first game scene to switch from the second preset state to the first preset state can include the following steps: according to the third switching feedback information, a third number of people who agree is determined; the third number of people who agree is the number of game accounts that agree to switch the first game scene from the second preset state to the first preset state; and if the third number of people who agree reaches a third number threshold, the first game scene is controlled to switch from the second preset state to the first preset state.

[0203] In an implementation, the game editing method can further include the following steps:

[0204] In response to the switching suggestion operation of the synchronization editing game account, switching suggestion information is displayed in the graphical user interface of the main editing game account; the switching suggestion information is used to suggest the main editing game account to switch the state of the first game scene.

[0205] The synchronization editing game account cannot directly switch the state of the first game scene, and the main editing game account can be suggested to switch. For example, the synchronization editing game account can click the state switching control 304 to perform the switching suggestion operation, triggering the server to send switching suggestion information to the main editing game account. The main editing game account can learn the intention of the synchronization editing game account when seeing the switching suggestion information, and then decide whether to switch the state of the first game scene. Thus, the communication mode between the main editing game account and the synchronization editing game account about the state switching of the first game scene is increased, so that the synchronization editing game account can indirectly switch the state of the first game scene through the suggestion mode.

[0206] Figure 8 A schematic diagram showing the switching mode between different states of the first game scene is shown. From the initial state to the running state, full-pop-up confirmation is required, that is, the first switching feedback information provided by all game accounts is agreed, and then the switching is determined. From the running state to the pause state, the host (such as the main editing game account) can directly switch. From the pause state to the running state, the host (such as the main editing game account) can directly switch, and then the actual switching is performed after 5 seconds of countdown. From the pause state to the initial state, full-pop-up confirmation is required, that is, the second switching feedback information provided by all game accounts is agreed, and then the switching is determined. This exemplary embodiment comprehensively considers the switching efficiency, the influence of the switching process on user editing, and other factors, and realizes flexible switching between different states of the first game scene, which is beneficial to improve the editing effect.

[0207] In an implementation, the game editing method is applied to a terminal device corresponding to a second game account in the plurality of game accounts. The game editing method can further include the following steps:

[0208] The first scene component currently edited by the second game account is displayed using a first display parameter, and the second scene component currently edited by the third game account is displayed using a second display parameter; the third game account is a game account other than the second game account in the plurality of game accounts; the first scene component and the second scene component are both scene components in the first game scene; and the first display parameter is different from the second display parameter.

[0209] The first display parameter and the second display parameter can be different in one or more of color, size, shape, transparency, etc. The second game account can be any one of the plurality of game accounts. In the graphical user interface corresponding to the second game account (i.e., the screen viewed by the second game account), the first scene component currently edited by the second game account and the second scene component currently edited by the other game accounts have different display parameters, so that the second game account can clearly distinguish the scene component edited by the second game account from the scene component edited by the other game accounts.

[0210] Reference Figure 9 As shown in the figure, the game accounts participating in editing the first game scene include AAA, BBB, and CCC. The game account AAA controls the virtual character AAA, the game account BBB controls the virtual character BBB, and the game account CCC controls the virtual character CCC. In the perspective of the game account AAA, the scene component currently edited by the virtual character AAA is displayed using the first display parameter (e.g., a dark color outline), and the scene components currently edited by the virtual characters BBB and CCC are displayed using the second display parameter (e.g., a light color outline). The virtual character CCC edits the scene component using the first editing mode, and thus the virtual character CCC is hidden and replaced by the scene component edited by the virtual character CCC. In the perspective of the game account BBB, the scene component currently edited by the virtual character BBB is displayed using the first display parameter, and the scene components currently edited by the virtual characters AAA and CCC are displayed using the second display parameter. In the perspective of the game account CCC, the scene component currently edited by the virtual character CCC is displayed using the first display parameter, and the scene components currently edited by the virtual characters AAA and BBB are displayed using the second display parameter. In this way, the game accounts AAA, BBB, and CCC can intuitively distinguish the scene component currently edited by the self from the scene component currently edited by the other game accounts. This can reduce interference between different users, reduce editing errors, and improve editing efficiency.

[0211] In an embodiment, the game editing method is applied to a terminal device corresponding to a second game account of the plurality of game accounts. The game editing method can further include the following steps:

[0212] In 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 a real-time editing state 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 in the plurality of game accounts. The third scene component is a scene component in the first game scene.

[0213] Reference Figure 10A As shown in the figure, in the perspective of the game account AAA, the game account BBB is editing the third scene component (i.e., the scene component 3), and the game account CCC is editing the fourth scene component (i.e., the scene component 4). The scene component 3 is displayed using the first display parameter (e.g., a dark color outline), and the scene component 4 is displayed using the second display parameter (e.g., a light color outline). In the perspective of the game account BBB, the scene component 3 is displayed using the first display parameter, and the scene components 1 and 2 are displayed using the second display parameter. In the perspective of the game account CCC, the scene component 4 is displayed using the first display parameter, and the scene components 1 and 2 are displayed using the second display parameter. In this way, the game accounts AAA, BBB, and CCC can intuitively distinguish the scene component currently edited by the self from the scene component currently edited by the other game accounts. This can reduce interference between different users, reduce editing errors, and improve editing efficiency. Figure 10AWhen the third game account is editing the third scene component (i.e., the block component shown in FIG. 6), the real-time editing state of the third scene component can be displayed. For example, when the game account BBB is editing the position of the third scene component, the game account AAA can obtain the position of the third scene component in real time and display the real-time change of the position during the editing process. In this way, the real-time editing state of the scene component is synchronized between different game accounts, so that the user can accurately know the editing state of the scene component and avoid mutual interference, which is conducive to cooperation between each other.

[0214] In an embodiment, the game editing method is applied to a terminal device corresponding to the second game account among the plurality of game accounts. The game editing method can further include the following steps:

[0215] During the editing of 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 plurality of game accounts; and the third scene component is a scene component in the first game scene.

[0216] After the editing of the third scene component by the third game account is completed, 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 represent the state of the third scene component in the editing process. For example, as shown in FIG. 6, in the perspective of the game account AAA, when the game account BBB is editing the third scene component (i.e., the block component shown in FIG. 6), the virtual character BBB can be shown holding the third scene component, which is the preset component state. Figure 10B As shown in FIG. 6, in the perspective of the game account AAA, when the game account BBB is editing the third scene component (i.e., the block component shown in FIG. 6), the virtual character BBB can be shown holding the third scene component, which is the preset component state. Figure 10B In this way, the real-time editing information of the third scene component does not need to be obtained, and the preset component state is displayed instead of the real-time editing state. When the editing is completed, the editing information is obtained to determine and display the edited state. In this way, the calculation and communication overheads are reduced.

[0218] In an embodiment, whether to obtain the real-time editing information of the third scene component can be determined according to the current pressure situation. For example, the server can determine whether the current calculation and communication overheads in the first game scene are in a low-pressure state. If the current calculation and communication overheads are in a low-pressure state, the real-time editing state is displayed, and each game account can obtain the real-time editing information of the scene component edited by other game accounts and display the real-time editing state. If the current calculation and communication overheads are in a high-pressure state, the preset component state is displayed, and each game account can obtain the identification of the scene component edited by other game accounts and display the real-time editing state of the scene component without obtaining the real-time editing information.

[0219] In an implementation, the first game scene is provided with a plurality of virtual characters corresponding to a plurality of game accounts; the game editing method can further include at least one of the following steps:

[0220] In response to a fourth game account in the plurality of game accounts sending text information or expression information, the text information or expression information is displayed on a virtual character corresponding to the fourth game account;

[0221] In response to the fourth game account sending text information or expression information, and the fourth game account currently editing a fourth scene component through the first editing mode, the text information or expression information is displayed on the fourth scene component;

[0222] In response to the fourth game account sending voice information, a voice identifier is displayed on a virtual character corresponding to the fourth game account;

[0223] In response to the fourth game account sending voice information, and the fourth game account currently editing a fourth scene component through the first editing mode, the voice identifier is displayed 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 in the plurality of game accounts. For reference Figure 11 For example, if a game account AAA sends text information, the text information can be displayed on a virtual character AAA. If the game account AAA currently edits a block component through the first editing mode, the text information is displayed on the block component. In this way, other game accounts can clearly see the text information and who sends the text information. If the game account AAA sends voice information, a microphone icon (i.e., a voice identifier) can be displayed on the virtual character AAA, and the voice information can be automatically played to other game accounts, or the voice information is played when other game accounts click a play control (such as the microphone icon on the virtual character AAA). If the game account AAA currently edits a block component through the first editing mode, the voice identifier is displayed on the block component. In this way, other game accounts can clearly see who sends the voice information.

[0225] In an implementation, the first game scene is provided with a plurality of virtual characters corresponding to a plurality of game accounts. The game editing method can further include at least one of the following steps:

[0226] In response to a first transfer operation of a second game account, a virtual character corresponding to a fifth game account specified by the first transfer operation is transferred to an area where a virtual character corresponding to the second game account is located;

[0227] In response to a second transfer operation of the second game account, the virtual character corresponding to the second game account is transferred to an area where a virtual character corresponding to a sixth game account specified by the second transfer operation is located;

[0228] The second game account and the fifth game account are game accounts in the plurality of game accounts.

[0229] The second game account can specify one or more other game accounts as the fifth game account when performing a first teleport operation. The first teleport operation is used to teleport a virtual character specified by the fifth game account to an area where a 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 teleported to a random location in the area. In an implementation, in response to the first teleport operation of the second game account, a teleport request is sent to the fifth game account specified by the first teleport operation, and a virtual character corresponding to a game account that agrees to the teleport request is teleported 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 teleport operation, a list of other game accounts or the like is popped up, and the second game account selects and confirms one or more game accounts from the list to determine the fifth game account, and triggers sending of a teleport request to the fifth game account. If the fifth game account agrees to the teleport request, the virtual character corresponding to the fifth game account is teleported to the area where the virtual character corresponding to the second game account is located.

[0230] The second game account can specify one other game account as the sixth game account when performing a second teleport operation. The second teleport operation is used to teleport a virtual character corresponding to the second game account (i.e., a virtual character controlled by the second game account) to an area where a 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 teleported to a random location in the area. For example, when the second game account performs the second teleport operation, a list of other game accounts or the like is popped up, and the second game account selects and confirms one game account from the list to determine the sixth game account, and triggers teleporting 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.

[0231] The above teleporting methods can improve editing efficiency.

[0232] Exemplary embodiments of the present disclosure also provide a game editing device. Referring to FIG. 12, the game editing device 1200 can include the following program modules: Figure 12

[0233] A game map loading module 1210 is configured to load a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface;

[0234] ​The first editing module 1220 is configured to acquire first editing information for the target game map in response to a first editing operation of the plurality of 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 acquire first switching feedback information provided by other game accounts except the first game account in response to a first switching operation of the first game account in the plurality of 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.

[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 a 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 a dynamic instruction 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 an embodiment, the control of the first game scene to switch from the first preset state to the second preset state if a first switching condition is met according to the first switching feedback information includes:

[0240] determining a first number of agreements according to the first switching feedback information. The first number of agreements is a quantity 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 agreements 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 an embodiment, the plurality of game accounts includes a main editing game account and at least one synchronous editing game account. The main editing game account is a game account that creates the target game map.

[0243] In an embodiment, the acquisition of the first switching feedback information provided by other game accounts except the first game account in response to a first switching operation of the first game account in the plurality of game accounts includes:

[0244] The first switching feedback information provided by the synchronous editing game account is acquired in response to a first switching operation of the main editing game account.

[0245] In an embodiment, the method further includes:

[0246] In response to a second switching operation of the main editing game account, the first game scene is controlled to switch from the second preset state to a third preset state.

[0247] In a case where the first game scene is in the third preset state, in response to a second editing operation of the plurality of game accounts in the first game scene, second editing information for the target game map is acquired.

[0248] In an embodiment, the first game scene does not execute the dynamic instruction in the first preset state or the third preset state.

[0249] In an embodiment, the method further includes:

[0250] In response to a 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 length.

[0251] In an embodiment, the method further includes:

[0252] In response to a fourth switching operation of the main editing game account, second switching feedback information provided by the synchronous editing game account is acquired; 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 a 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 an embodiment, the method further includes:

[0255] In response to a switching suggestion operation of the synchronous editing game account, switching suggestion information is displayed in a graphical user interface of the main editing game account; the switching suggestion information is used to suggest the main editing game account to switch the state of the first game scene.

[0256] In an embodiment, the method is applied to a terminal device corresponding to a second game account in the plurality of game accounts; the method further includes:

[0257] The first display parameter is used to display a first scene component currently edited by the second game account, and the second display parameter is used to display a second scene component currently edited by a third game account; the third game account is a game account other than the second game account in the plurality of game accounts; the first scene component and the second scene component are both scene components in the first game scene; and the first display parameter is different from the second display parameter.

[0258] In an implementation, the method is applied to a terminal device corresponding to a second game account in the plurality of game accounts; and the method further includes:

[0259] In a process in which a third game account edits a third scene component, real-time editing information of the third scene component is acquired, and a real-time editing state 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 in the plurality of game accounts; and the third scene component is a scene component in the first game scene.

[0260] In an implementation, the method is applied to a terminal device corresponding to a second game account in the plurality of game accounts; and the method further includes:

[0261] In a process in which a third game account edits a third scene component, 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 in the plurality of game accounts; and 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, editing information of the third scene component is acquired, and the third scene component after editing is displayed according to the editing information of the third scene component.

[0263] In an implementation, a plurality of virtual roles corresponding to the plurality of game accounts are arranged in the first game scene; and the method further includes at least one of the following steps:

[0264] In response to a fourth game account in the plurality of game accounts sending text information or expression information, the text information or expression information is displayed on a virtual role corresponding to the fourth game account;

[0265] In response to the fourth game account sending text information or expression information, and the fourth game account currently editing a fourth scene component through a first editing mode, the text information or expression information is displayed on the fourth scene component;

[0266] In response to the fourth game account sending voice information, a voice identifier is displayed on the virtual role corresponding to the fourth game account.

[0267] In response to the fourth game account sending voice information, and the fourth game account currently editing the fourth scene component through the first editing mode, displaying the voice mark on the fourth scene component;

[0268] The fourth scene component is a scene component in the first game scene.

[0269] In an implementation, the first game scene is provided with a plurality of virtual roles corresponding to the plurality of game accounts; and the method further comprises at least one of the following steps:

[0270] In response to a first transfer operation of a second game account, transferring a virtual role corresponding to a fifth game account specified by the first transfer operation to an area where a virtual role corresponding to the second game account is located;

[0271] In response to a second transfer operation of the second game account, transferring the virtual role corresponding to the second game account to an area where a virtual role corresponding to a sixth game account specified by the second transfer operation is located;

[0272] The second game account and the fifth game account are game accounts in the plurality of game accounts.

[0273] The specific details of each part of the above device have been described in detail in the method part implementation, and the undisclosed details can be referred to the method part implementation content, thus no longer tedious.

[0274] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, such division is not mandatory. In fact, according to the example implementation 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 a plurality of modules or units.

[0275] The example implementation of the present disclosure also provides a computer program product. The computer program product comprises a computer program, which is executed by a processor to implement the above method.

[0276] In an embodiment, the computer program product can be a tangible product including the computer program, such as a computer-readable storage medium storing the computer program. The computer-readable storage medium can be a storage medium based on an electrical, magnetic, optical, electromagnetic, infrared, or any other type of signal, including but not limited to random access memory (RAM), read only memory (ROM), a tape, a floppy disk, flash memory (Flash), a mechanical hard disk (HDD), a solid state hard disk (SSD), and the like. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as a read only memory (ROM), a Nand Flash, and the like.

[0277] In an embodiment, the computer program product can be an intangible product including the computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, an installation package, or the like digital file storing the computer program.

[0278] The code of the computer program can be written in one or more programming languages. Programming languages include, for example, C, Java, C++, and the like. The program code can execute entirely on the user's computing device, or partly on the user's computing device and partly on a remote computing device, or entirely on a remote computing device or server. In the latter scenario, the remote computing device can be connected to the user's computing device through any kind of network, including a local area network (LAN), a wide area network (WAN), or the like, or the connection can be made to an external computing device, such as through the Internet using an Internet Service Provider (ISP).

[0279] The computer program can be carried or transmitted by an electric, magnetic, optical, electromagnetic, infrared, or the like signal. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, can make the processor of the electronic device execute) the method steps of various exemplary embodiments of the present disclosure, for example: step S210, loading a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface; step S220, in the case that the first game scene is in a first preset state, in response to a first editing operation of the plurality of game accounts in the first game scene, obtaining first editing information for the target game map; step S230, in response to a first switching operation of a first game account in the above plurality of game accounts, obtaining first switching feedback information provided by other game accounts outside 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 a second preset state; step S240, if it is determined that a 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, in the case that the first game scene is in the second preset state, controlling the first game scene to execute a dynamic instruction.

[0280] By implementing the above method steps through the 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, the plurality of game accounts can switch between editing the target game map and testing the target game map. Thus, it realizes that multiple people edit the same game map, and supports testing in the case of multiple people editing, which is beneficial to improve the editing efficiency. On the other hand, in response to the first switching operation, the first switching feedback information is obtained, and 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 intention of multiple users, avoiding adversely affecting the editing process of the user.

[0281] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device can include a processor and a memory. The memory stores executable instructions of the processor, which can be 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 can also include a display for displaying a graphical user interface.

[0282] The following will be described with reference to Figure 13 The electronic device is exemplarily illustrated in the form of a general computing device. It should be understood that Figure 13The electronic device 1300 shown is merely one example and should not limit the scope of functionality or use of the embodiments of the present disclosure.

[0283] As shown in Figure 13 The electronic device 1300 can 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 can include a volatile memory, such as a RAM 1321, a cache unit 1322, and can also include a non-volatile memory, such as a ROM 1323. The memory 1320 can also include one or more program modules 1324, such as an operating system, one or more application programs, other program modules, and program data, each of which or a combination of which can include implementation of a network environment. For example, the program modules 1324 can include the modules in the above-described apparatus.

[0285] The processor 1310 can include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or a NPU (Neural-Network Processing Unit), etc.

[0286] The processor 1310 can be configured to execute executable instructions stored in the memory 1320 to perform the above-described methods of the present disclosure. For example, the processor 1310 can be configured to perform the following steps: S210, loading a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface; S220, in response to a first editing operation of the plurality of game accounts in the first game scene, obtaining first editing information for the target game map, when the first game scene is in a first preset state; S230, in response to a first switching operation of a first game account in the plurality of game accounts, obtaining first switching feedback information provided by other game accounts outside 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 a second preset state; S240, if it is determined that a 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; S250, in response to the first game scene being in the second preset state, controlling the first game scene to execute a dynamic instruction.

[0287] By executing the above method steps through the processor 1310, on the one hand, the first game scene allows a plurality of 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, the plurality of game accounts can switch between editing the target game map and testing the target game map. Thus, the same game map is edited by multiple people, and testing is supported 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, and 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 adversely affecting the editing process of the users.

[0288] The bus 1330 is used to realize the connection between different components of the electronic device 1300, and can 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 (such as 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 a mobile communication solution such as 3G / 4G / 5G, or provide a wireless communication solution such as a wireless local area network, 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 can display a graphical user interface, such as displaying a first game scene, etc., through the display 1360.

[0292] Although Figure 13 It is not shown, other hardware and / or software modules can 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, etc.

[0293] As can be seen from the above, the technical solutions of the present disclosure can be implemented as a method, device, system, computer program product, storage medium, electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be implemented in the following forms: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, such as can be referred to as "circuitry", "module" or "system", respectively.

[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 drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art, based on the specific embodiments provided by the present disclosure, will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are only exemplary, the scope and spirit of the present disclosure are indicated by the claims, and should cover any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or conventional technical means in the present technical field that are not disclosed by the present disclosure.

Claims

1. A game editing method characterized by comprising: The method comprises: loading a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface; in a case where the first game scene is in a first preset state, acquiring first editing information for the target game map in response to first editing operations of the plurality of game accounts in the first game scene; in response to a first switching operation of a first game account in the plurality of game accounts, acquiring first switching feedback information provided by other game accounts except 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 that a 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; in a case where the first game scene is in the second preset state, controlling the first game scene to execute a dynamic instruction.

2. The method of claim 1, wherein, The method further comprises: acquiring a first number of people who agree; the first number of people who agree is a quantity 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 people who agree reaches a first threshold, controlling the first game scene to switch from the first preset state to the second preset state.

3. The method of claim 1, wherein, The plurality of game accounts comprises 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 of claim 3, wherein, The method further comprises: in response to a first switching operation of the main editing game account, acquiring first switching feedback information provided by the synchronous editing game account.

5. The method of claim 3, wherein, 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; in a case where the first game scene is in the third preset state, acquiring second editing information for the target game map in response to second editing operations of the plurality of game accounts in the first game scene.

6. The method of claim 5, wherein, The first game scene does not execute the dynamic instruction in the first preset state or the third preset state.

7. The method of claim 5, wherein, The method further comprises: in response to a third switching operation of the main editing game account, controlling the first game scene to switch from the third preset state to the second preset state after a preset time length.

8. The method of claim 5, wherein, The method further comprises: In response to a fourth switching operation of the main editing game account, second switching feedback information provided by the synchronous editing game account is acquired; 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 that a second switching condition is met according to the second switching feedback information, the first game scene is controlled to be switched 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 a switching suggestion operation of the synchronous editing game account, switching suggestion information is displayed in a graphical user interface of the main editing game account; the switching suggestion information is used to suggest the main editing game account to switch the state of the first game scene.

10. The method of claim 1, wherein, The method is applied to a terminal device corresponding to a second game account in the plurality of game accounts; the method further comprises: A first scene component currently edited by the second game account is displayed by using a first display parameter, and a second scene component currently edited by a third game account is displayed by using a second display parameter; the third game account is a game account other than the second game account in the plurality of game accounts; the first scene component and the second scene component are both scene components in the first game scene; and the first display parameter is different from the second display parameter.

11. The method of claim 1, wherein, The method is applied to a terminal device corresponding to a second game account in the plurality of game accounts; the method further comprises: In a process in which a third game account edits a third scene component, real-time editing information of the third scene component is acquired, and a real-time editing state 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 in the plurality of game accounts; and the third scene component is a scene component in the first game scene.

12. The method of claim 1, wherein, The method is applied to a terminal device corresponding to a second game account in the plurality of game accounts; the method further comprises: In a process in which a third game account edits a third scene component, 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 in the plurality of game accounts; and the third scene component is a scene component in the first game scene; After the third game account finishes editing the third scene component, editing information of the third scene component is acquired, and the third scene component after editing is displayed according to the editing information of the third scene component.

13. The method of claim 1, wherein, The first game scene is provided with a plurality of virtual roles corresponding to the plurality of game accounts; the method further comprises at least one of the following steps: In response to that a fourth game account in the plurality of game accounts sends text information or expression information, the text information or expression information is displayed on a virtual role corresponding to the fourth game account; In response to that the fourth game account sends text information or expression information, and the fourth game account currently edits a fourth scene component by using a first editing mode, the text information or expression information is displayed on the fourth scene component; In response to the fourth game account sending voice information, a voice identifier is displayed on a virtual character corresponding to the fourth game account; In response to the fourth game account sending voice information, and the fourth game account currently editing the fourth scene component through a first editing mode, the voice identifier is displayed on the fourth scene component; The fourth scene component is a scene component in the first game scene.

14. The method of claim 1, wherein, The first game scene is provided with a plurality of virtual characters corresponding to the plurality of game accounts; and the method further includes at least one of the following steps: In response to a first transfer operation of a second game account, a virtual character corresponding to a fifth game account specified by the first transfer operation is transferred to an area where a virtual character corresponding to the second game account is located; In response to a second transfer operation of the second game account, the virtual character corresponding to the second game account is transferred to an area where a virtual character corresponding to a sixth game account specified by the second transfer operation is located; The second game account and the fifth game account are game accounts in the plurality of game accounts.

15. A game editing apparatus characterized by comprising: The device includes: A game map loading module configured to load a target game map to display a first game scene currently edited by a plurality of game accounts in a graphical user interface; A first editing module configured to, in a case where the first game scene is in a first preset state, acquire first editing information for the target game map in response to first editing operations of the plurality of game accounts in the first game scene; A switching information processing module configured to, in response to a first switching operation of a first game account in the plurality of game accounts, acquire first switching feedback information provided by other game accounts except 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; A switching control module configured to, if it is determined according to the first switching feedback information that a first switching condition is met, control the first game scene to switch from the first preset state to the second preset state; A dynamic control module configured to, in a case where the first game scene is in the second preset state, control the first game scene to execute a dynamic instruction.

16. A computer program product comprising a computer program, characterized in that, The computer program is executed by a processor to implement the method of any one of claims 1 to 14.

17. An electronic device, comprising: Comprise: A processor; A memory for storing executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 14 by executing the executable instructions.

Citation Information

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