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

By setting game time change parameters and associated scene elements in the game editing stage, the editing process of dynamic scene elements is simplified, the problem of high editing difficulty in the existing technology is solved, and flexible editing and diversified display of dynamic scene elements is realized.

CN120324910APending Publication Date: 2025-07-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510661548.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-21
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In the prior art, editing of dynamic scene elements is difficult, and users need to have professional knowledge and skills, such as writing logical code, which makes it difficult for ordinary users to implement dynamic scene design.

Method used

It provides a game editing method and device, displays the game editing scene through a graphical user interface, sets game time change parameters and associated scene elements in response to user's preset instructions, and controls the changes of scene elements according to time changes in the game operation stage, simplifying the editing process of dynamic scene elements.

Benefits of technology

It reduces the difficulty and threshold of editing dynamic scene elements. Users can realize dynamic display effects through simple instructions, improve the editing flexibility and scalability of scene elements, and support diverse game dynamic effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game editing method, a game editing device, a program product and electronic equipment, and relates to the technical field of games. The method comprises the following steps: in a game editing stage, displaying a game editing scene in a graphical user interface; in response to a first preset instruction for the game editing scene, setting a game time change parameter; in response to a second preset instruction for the game editing scene, setting a first scene element associated with a game time change in the game editing scene; and in a game operation stage, in response to starting to operate a game operation scene corresponding to the game editing scene, controlling the current moment in the game operation scene to change according to the game time change parameter, and controlling the first scene element to change according to the change of the current moment. According to the invention, the editing difficulty and threshold of dynamic scene elements are reduced.
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Description

Technical Field

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

[0002] In the user editing function of a game, a user can edit environmental elements such as the sky, background, and weather in a game map, and can also place various scene components to form a customized game map.

[0003] In related technologies, most of the user editing functions only support static scene design. For example, when editing the sky, only static attributes can be set, making it difficult for users to edit and implement dynamic scene elements. Or, although some editors support dynamic scene design, they require the editor to have certain professional knowledge and skills, such as implementing dynamic scene elements by writing logic codes, which increases the editing difficulty and threshold. Summary of the Invention

[0004] The present disclosure provides a game editing method, a game editing device, a program product, and an electronic device to at least to some extent solve the problem of relatively high editing difficulty of dynamic scene elements.

[0005] According to a first aspect of the present disclosure, there is provided a game editing method, the method including: in a game editing stage, displaying a game editing scene in a graphical user interface; in response to a first preset instruction for the game editing scene, setting a game time change parameter; in response to a second preset instruction for the game editing scene, setting a first scene element associated with the game time change in the game editing scene; in a game running stage, in response to starting to run a game running scene corresponding to the game editing scene, controlling a current moment in the game running scene to change according to the game time change parameter, and controlling the first scene element to change according to the change of the current moment.

[0006] According to a second aspect of the present disclosure, there is provided a game editing device, the device including: a game editing scene display module configured to display a game editing scene in a graphical user interface in a game editing stage; a first editing module configured to set a game time change parameter in response to a first preset instruction for the game editing scene; a second editing module configured to set a first scene element associated with the game time change in the game editing scene in response to a second preset instruction for the game editing scene; a first scene element control module configured to, in a game running stage, in response to starting to run a game running scene corresponding to the game editing scene, control a current moment in the game running scene to change according to the game time change parameter, and control the first scene element to change according to the change of the current moment.

[0007] According to a third aspect of the present disclosure, there is provided a computer program product including a computer program which, when executed by a processor, implements the method of the first aspect and its possible implementations as described above.

[0008] According to a fourth aspect of the present disclosure, there is provided an electronic device including: 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 its possible implementations by executing the executable instructions.

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

[0010] In the game editing stage, the user can set game time change parameters for the game editing scene and set the first scene elements associated with the game time change. In this way, in the game running stage, the program can control the current moment in the game running scene to change according to the game time change parameters, and then control the first scene elements to change according to the change of the current moment. On the one hand, a solution for editing dynamic scene elements is provided. For the visual game editing scene, the user can implement the editing process through simple first preset instructions and second preset instructions, and achieve the dynamic display effect of the first scene elements changing with time, reducing the editing difficulty and threshold. On the other hand, the time system in the game is decoupled from the scene elements, and the user can edit the game time change parameters and the first scene elements separately, further reducing the editing difficulty of the first scene elements and facilitating the improvement of the editing flexibility and scalability of the scene elements. For example, the user can set different scene elements to be associated with the game time change according to their own needs to achieve the dynamic display effect of different scene elements superimposed. At the same time, the flexible editing of the time system is realized. For example, the user can flexibly set game time change parameters such as the start time and the time change speed, which is conducive to editing more diverse game dynamic effects. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1 Shows a system architecture diagram in an embodiment of the present disclosure;

[0012] Figure 2 Shows a flowchart of a game editing method in an embodiment of the present disclosure;

[0013] Figure 3 Shows a flowchart of setting game time change parameters in an embodiment of the present disclosure;

[0014] Figure 4 Shows a schematic diagram of a first trigger instruction in an embodiment of the present disclosure;

[0015] Figure 5ASchematic diagram showing an editing interface for a second scenario element in an embodiment of the present disclosure;

[0016] Figure 5B Schematic diagram showing another editing interface for a second scenario element in an embodiment of the present disclosure;

[0017] Figure 6A Schematic diagram showing an editing interface for time variation in an embodiment of the present disclosure;

[0018] Figure 6B Schematic diagram showing another editing interface for time variation in an embodiment of the present disclosure;

[0019] Figure 6C Schematic diagram showing a selection interface for a sky template in an embodiment of the present disclosure;

[0020] Figure 7 Schematic diagram showing a preview scenario in an embodiment of the present disclosure;

[0021] Figure 8 Schematic diagram showing an update of the display effect of a first scenario element in an embodiment of the present disclosure;

[0022] Figure 9 Schematic diagram showing the architecture of a game scenario system in an embodiment of the present disclosure;

[0023] Figure 10 Schematic diagram showing a synchronization of game moments in an embodiment of the present disclosure;

[0024] Figure 11 Schematic diagram showing the structure of a game editing device in an embodiment of the present disclosure;

[0025] Figure 12 Schematic diagram showing the structure of an electronic device in an embodiment of the present disclosure. Detailed implementation manners

[0026] The exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0027] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. The embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in the present 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, those skilled in the art should realize that one or more of the specific details can be omitted when implementing the technical solutions of the present disclosure, or other methods, components, devices, steps, etc. can be used to replace one or more specific details.

[0028] In the related art, most user editing functions only support static scene design. For example, when editing the sky, only static attributes can be set, making it difficult for users to edit and implement dynamic scene elements. Or, although some editors support dynamic scene design, they require the editor to have certain professional knowledge and skills, such as implementing dynamic scene elements by writing logical code, which increases the editing difficulty and threshold.

[0029] In view of the above one or more problems, an exemplary embodiment of the present disclosure provides a game editing method aimed at reducing the editing difficulty of dynamic scene elements.

[0030] Figure 1 A system architecture diagram of the operating environment of the embodiments of the present disclosure is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 can be a device such as a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface can include an interface of an operating system or an interface of an application program, etc. A game program, such as a client program of an online game, is installed on the terminal device 110. An application program, such as a game program or an editing program, is installed on the terminal device 110. When the terminal device 110 runs the application program, an editing function is provided, enabling users to customize and edit the game map. The server 120 generally refers to the background system that provides the game services in the embodiments of the present disclosure, which can be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 for performing game data processing on the server side. The terminal device 110 can be connected to the server 120 through a wired or wireless communication link for data transmission. The game editing method in the embodiments of the present disclosure can be executed by any one or more of the terminal device 110 and the server 120.

[0031] In one embodiment, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above system architecture. Various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the functions of the cloud game client (such as the above terminal device 110) include receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; and the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the cloud game client to send an operation instruction to the cloud game server. The cloud game server runs the game or edits the game scene according to the operation instruction, encodes and compresses data such as the game screen, returns it to the cloud game client through the network, and finally, decodes and outputs the game screen through the cloud game client.

[0032] In one embodiment, the game map edited by the terminal device 110 can be uploaded to the server 120 for storage. For example, during the editing process, the currently edited game map can be automatically saved at regular intervals, or saved according to the manual save operation of the user, or automatically saved when exiting the editing. When saving the game map, the terminal device 110 can upload the game map data to the server 120, and the server 120 saves it.

[0033] In one 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 to publish a 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, a fast UGC (User Generated Content) function can be realized.

[0034] In one embodiment, the above method can be implemented independently by the terminal device 110. For example, without deploying the server 120, the terminal device 110 can run an application program in a stand-alone environment to implement the editing function and execute the above method.

[0035] Figure 2 An exemplary process of the game editing method is shown, which can include the following steps S210 to S240:

[0036] Step S210, in the game editing stage, display the game editing scene in the graphical user interface.

[0037] Step S220, in response to a first preset instruction for the game editing scene, set the game time change parameter.

[0038] Step S230, in response to a second preset instruction for the game editing scene, set the first scene element associated with the game time change in the game editing scene.

[0039] Step S240, in the game running stage, in response to starting to run the game running scene corresponding to the game editing scene, control the current moment in the game running scene to change according to the game time change parameter, and control the first scene element to change according to the change of the current moment.

[0040] Based on Figure 2 the method shown above, in the game editing stage, the user can set the game time change parameter for the game editing scene and set the first scene element associated with the game time change. In this way, in the game running stage, the program can control the current moment in the game running scene to change according to the game time change parameter, and then control the first scene element to change according to the change of the current moment. On the one hand, a scheme for editing dynamic scene elements is provided. For the visual game editing scene, the user can implement the editing process through simple first and second preset instructions, achieving the dynamic display effect of the first scene element changing with time, reducing the editing difficulty and threshold. On the other hand, decouple the time system in the game from the scene elements. The user can edit the game time change parameter and the first scene element separately, further reducing the editing difficulty of the first scene element and facilitating improving the editing flexibility and scalability of the scene elements. For example, the user can set different scene elements to be associated with the game time change according to their own needs to achieve the dynamic display effect of different scene elements superimposed. At the same time, flexible editing of the time system is realized. For example, the user can flexibly set game time change parameters such as the start time and the time change speed, which is beneficial to editing more diverse game dynamic effects.

[0041] Next, a specific description of Figure 2 each step will be given.

[0042] Referring to Figure 2 , in step S210, in the game editing stage, display the game editing scene in the graphical user interface.

[0043] The embodiments of the present disclosure divide the game process into at least the following two stages: a game editing stage, that is, a stage where the user uses the editing function to edit contents such as game maps; and a game running stage, that is, a stage where the user plays the game, and can play the game using the contents edited in the game editing stage. For example, the user can play the game in the edited game map.

[0044] The editing function can be provided when a specific application program is running. In one embodiment, the application program is a game program with an editing function. When the game program is running, the user can select a specific option to enter the editing interface and use the editing function. In another embodiment, the application program is an editing program, which is not a game program, provides the editing function, but cannot be used for playing games. Exemplarily, the editing program can be an editing program supporting a game, which is specifically used to provide the editing function of a specific game and can run independently outside the game program. Or, the editing program can be a general editing program, which is universal for different games, such as DCC (Digital Content Creation) software, game engines, etc. When the editing program is running, the user can use the editing function.

[0045] The user can use the editing function to edit the game map. The game map refers to the virtual space in the game, including but not limited to game levels, dungeons, towns, homes, etc. In the embodiments of the present disclosure, the game map currently edited by the user is referred to as the first game map. Exemplarily, the user can select a certain game map in the editing interface and confirm to start editing. This game map is the first game map. The instruction to confirm starting editing can trigger the application program to load the first game map in the editing mode and generate a game editing scene. For the convenience of distinction, the scene formed by loading the first game map in the running mode during the game running stage is referred to as the game running scene. It should be understood that the game editing scene and the corresponding game running scene are essentially the same game map, and the difference lies in their different loading modes.

[0046] The game editing scene may include one or more scene components. A scene component is a person, object, or local person or object in the scene, such as a building, a vehicle, a plant, a mechanism, an NPC (Non-Player Character), etc. The game editing scene may include built-in scene components. For example, when a user creates a new game map as the first game map and edits it, the scene template preset in the application can be used to trigger the addition of the scene components that come with the scene template to the game editing scene. These scene components can be edited and configured by the game developer when making the scene template, such as matching the style of the scene template. The game editing scene may also include scene components added based on the user's previous editing operations, such as scene components added by the user when editing the first game map last time through custom modeling or using scene component controls.

[0047] The application can provide templated scene components and corresponding scene component controls, so that users can quickly generate templated scene components in the game editing scene through the scene component controls. Exemplarily, scene component controls can be provided for different categories of scene components, such as "log coffee table", "round low table", "wooden small table", "European table" and other scene component controls. Users can generate corresponding scene components in the first game map by clicking or dragging the scene component controls. If the user drags the "round low table" scene component control to a certain position in the game editing scene, it can trigger the generation of a round low table scene component at that position.

[0048] The scene component control is configured with corresponding templated parameters, such as one or more parameters including shape, color, texture, transparency, material, size, direction, physical properties, etc., and may also include other types of parameters. If a scene component is generated through a scene component control, the templated parameters corresponding to the scene component control can be called to quickly generate the scene component in the game editing scene without the user having to set each parameter of the scene component from scratch, which is equivalent to applying the template of the scene component, thereby improving editing efficiency. Of course, after the scene component is generated, its scene component parameters can be modified, such as changing its size through a scaling operation, changing its direction through a rotation operation, changing its color and transparency through a color setting operation, etc., to form a more diverse scene component.

[0049] The application can come with scene component controls. For example, game developers can pre-edit the templated parameters of scene components and configure 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 one implementation, users can be allowed to edit and update scene component controls. For example, they can modify the templated parameters corresponding to the scene component controls and save them. When generating scene components through the scene component controls later, the updated templated parameters can be called to generate scene components.

[0050] In one implementation, users can edit and generate custom scene components. For example, users can create new scene components through modeling, which can be non-templated scene components. This increases the flexibility of user editing.

[0051] Continue to refer to Figure 2 , in step S220, in response to a first preset instruction for editing the game scene, set the game time change parameter.

[0052] Among them, the game time change parameter is used to control the game time change situation during the game running stage. Exemplarily, the game time change parameter includes but is not limited to one or more of the following parameters: the time change speed, that is, how fast the time changes, such as it can represent the ratio of the time change speed in the game to the time change speed in the real world; the time change direction, that is, whether the time changes forward or backward. Forward change means the time changes from early to late, and backward change means the time changes from late to early (i.e., time goes backward); the start time, that is, the time when the game starts; the end time, that is, the time when the game ends, or it means that when the time in a game reaches the end time, the time no longer changes.

[0053] The first preset instruction is an instruction for editing game time change parameters, which can be triggered by a user's operation of editing game time change parameters. The first preset instruction is targeted at the game editing scenario. For example, it can be an instruction triggered in the game editing scenario, or an instruction triggered in an editing interface associated with the game editing scenario (this editing interface can be located outside the game editing scenario. For example, when the game editing scenario is not opened, if the user selects the game editing scenario or the first game map and clicks a specific editing option, the editing interface can be triggered to be displayed). The game time change parameters set according to the first preset instruction are parameters that act on the first game map. For example, the game time change parameters can be configured into the map data of the first game map. In this way, when the first game map is run, the game time change parameters can be obtained from the map data, and then the corresponding game time change logic can be executed. Of course, the game time change parameters can also act on other game maps. For example, if the second game map reuses the game time-related information of the first game map, the game time change parameters set by the user for the first game map can act on the second game map.

[0054] Continue to refer to Figure 2 , in step S230, in response to a second preset instruction for the game editing scenario, set a first scene element in the game editing scenario that is associated with game time change.

[0055] The game editing scenario includes one or more scene elements. The scene elements can be environmental elements (such as sky, background, weather, etc.), scene components, etc. The first scene element is a scene element associated with game time change, that is, the first scene element changes with the game time. The second preset instruction is an instruction for editing the first scene element, which can be triggered by a user's operation of editing the first scene element. The first scene element can be any one or more scene elements in the game editing scenario. For example, the user can, through the second preset instruction, specify that a certain type of scene element in the game editing scenario is associated with game time change, and this scene element is the first scene element.

[0056] In one implementation, the above setting of the first scene element in the game editing scenario that is associated with game time change includes at least one of the following steps:

[0057] ①Associate the first scene element with the change of game time. Exemplarily, the game editing scene includes one or more scene elements. The scene elements can be configured with display parameters corresponding to different moments, or the relationship between the display parameters and time changes, etc., to support dynamic changes. The user can set the scene element associated with the game time change (i.e., the first scene element) from them through a second preset instruction. For example, the user can select from the scene elements by selection, or set whether each scene element is associated with the game time change through switches, etc. That is, the user can set which scene elements are associated with the game time change through the second preset instruction.

[0058] In one implementation, the first scene element is configured with a time parameter, and its dynamic change is related to the time parameter. When the first scene element is associated with the game time change, a mapping relationship between the time parameter of the first scene element and the game time can be established. For example, the time parameter of the first scene element can be set equal to the current moment in the game running scene, so that the change of the current moment can drive the change of the first scene element.

[0059] In one implementation, the first scene element is configured with a dynamic switch parameter. When the parameter is "on", it indicates that the time parameter change of the first scene element is enabled to display the dynamic first scene element. When the parameter is "off", it indicates that the time parameter change of the first scene element is disabled to display the static first scene element. When the first scene element is associated with the game time change, the dynamic switch parameter of the first scene element can be set to "on".

[0060] ②Determine the target template from one or more candidate templates of the first scene element; the first scene element is configured to change according to the display parameters corresponding to the target template during the game running stage. Among them, the candidate template is a scene element style template with preset display parameters, which can be pre-edited and configured by the game developer in the editing function for the user to use. The target template is the template selected by the user from the candidate templates. The program can configure the first scene element with the display parameters corresponding to the target template, so that the first scene element presents the dynamic display effect of the target template during the game running stage. For example, the first scene element is the sky, and the candidate templates include "sunny day", "rainy day", "thunderstorm day", and each candidate template has a corresponding set of display parameters. If the user selects the "sunny day" template, then this template is used as the target template to configure the display parameters of the sky. During the game running stage, the change of the sky over time under sunny weather can be presented.

[0061] ③ Set the first attribute of the first scene element; the first scene element is configured to change according to the first attribute during the game running stage. Among them, the first attribute is the attribute set for the first scene element by the user through the second preset instruction, and may include attributes with display effects. For example, if the first scene element is the sky, the first attribute may include dome color, horizon color, lighting color, cloud parameters, starry sky parameters, etc. The user can set dynamic effects for the first attribute through the second preset instruction, such as setting the first attribute to correspond to different values at different times, or the relationship between its value and time change, etc.

[0062] Continue to refer to Figure 2 , in step S240, during the game running stage, in response to starting to run the game, edit the game running scene corresponding to the scene, control the current time in the game running scene to change according to the game time change parameter, and control the first scene element to change according to the change of the current time.

[0063] Among them, the game running scene is the first game map loaded in the running mode. It can respond to the player's instruction to select the first game map and confirm to start the game, and start running the game running scene. The game running scene is set with a parameter of the current time. Since starting to run the game running scene, the current time is controlled to change according to the game time change parameter. In one implementation, the game time change parameter at least includes the start time and the time change speed. The above-mentioned control of the current time in the game running scene to change according to the game time change parameter includes the following steps:

[0064] Control the current time in the game running scene to start from the start time and change according to the time change speed.

[0065] For example, set the start time to 6:00 and the time change speed to 0.1 (indicating that for every 1 second in the real world time, the time in the game increases by 0.1 hours). During the game running stage, when starting to run the game running scene, the current time is 6:00, and then the current time is continuously controlled to change according to the time change speed. For example, after 10 seconds, the current time is 7:00, and after 20 seconds, the current time is 8:00.

[0066] As the current time changes, control the first scene element to change. For example, when the current time reaches a specific time, display the first scene element as the corresponding state, such as showing the morning sky at 6:00, the noon sky at 12:00, the dusk sky at 18:00, the night sky at 20:00, etc. Thus, a dynamic display effect is achieved.

[0067] In addition, users can also flexibly set game time change parameters according to their own needs. For example, when editing the game map in the plot mode, set a moderate time change speed to achieve a uniform advancement of the plot in the game running scene. When editing the game map in the challenge acceleration mode, set a faster time change speed to increase the game rhythm in the game running scene. Thus, different game modes can be adapted.

[0068] The process of the user editing the game time change parameters or the first scene element will be further described below.

[0069] In one implementation, the first preset instruction includes a first trigger instruction and a first edit instruction. Refer to Figure 3 As shown, setting the game time change parameters in response to the first preset instruction for the game editing scene includes the following steps S310 and S320:

[0070] Step S310, in response to the first trigger instruction for the game editing scene, display a time change editing interface.

[0071] Among them, the time change editing interface is an interface for editing game time change parameters. For example, the game editing scene is configured with a time system, and when the user enters the time system, the time change editing interface is displayed. The first trigger instruction is an instruction to trigger the display of the time change editing interface, which can be an instruction triggered in the game editing scene or an instruction triggered in the editing interface related to the game editing scene.

[0072] In one implementation, the above-mentioned displaying the time change editing interface in response to the first trigger instruction for the game editing scene includes the following steps:

[0073] In response to the trigger instruction for the time change setting item in the game editing scene, display the time change editing interface; or in response to the trigger instruction for the first jump control in the editing interface of the second scene element, display the time change editing interface; the second scene element is a scene element in the game editing scene.

[0074] Among them, the time change setting item can be an editing menu item or control related to time change. Refer to Figure 4 As shown, in the game editing scene, the user can select setting items of different information in the global editing interface, including rule setting items, and the rule setting items specifically include basic rule setting items, timing rule setting items, integral rule setting items, time change setting items (i.e., Figure 4 the "time system" option shown), etc. If the user clicks on the rule setting item and the time change setting item under the rule setting item in sequence, the time change editing interface is triggered to be displayed.

[0075] The second scene element can be any scene element in the game editing scene or a scene element associated with the change of game time. The second scene element can be the same as or different from the first scene element. The user can trigger the display of the time change editing interface through the first jump control in the editing interface of the second scene element. The editing interface of the second scene element is used to edit the information of the second scene element. The first jump control is used to jump to edit the game time change parameters. Refer to Figure 5A As shown in

[0076] In one implementation, the game editing method further includes the following steps:

[0077] In response to a second trigger instruction for the second scene element, display the editing interface of the second scene element, and provide a first jump control in the editing interface of the second scene element when the second scene element is associated with the change of game time.

[0078] Among them, the second trigger instruction is an instruction to trigger the start of editing the second scene element. For example, the user selects the entry corresponding to the second scene element in the editing menu of the game editing scene, or the user selects the second scene element in the game editing scene and clicks the advanced settings control to trigger the display of the editing interface of the second scene element. The second scene element is associated with the change of game time, including the following situations: in the previous editing, the user set the second scene element to be associated with the change of game time; the program defaults that the second scene element is associated with the change of game time and the user has not changed this setting. If the second scene element is associated with the change of game time, providing a first jump control in the editing interface of the second scene element means that it can jump from the editing interface of the second scene element to the associated time change editing interface. This is convenient for the user to perform associated editing, and through the first jump control, it can clearly indicate that there is an association between the second scene element and the change of game time, which is easy for the user to understand.

[0079] In one implementation, the game editing method further includes the following steps:

[0080] In response to a second trigger instruction for the second scene element, display the editing interface of the second scene element, and provide a first editing control in the editing interface of the second scene element when the second scene element is not associated with the change of game time;

[0081] In response to an editing instruction for the first editing control, determine the second attribute of the second scene element;

[0082] In the game running stage, control the display of the second scene element in the game running scene according to the second attribute.

[0083] Among them, the second scene element is not associated with the change of game time, including the following situations: in a previous edit, the user set the second scene element not to be associated with the change of game time, such as turning off the corresponding association switch; the program defaults that the second scene element is not associated with the change of game time and the user has not changed this setting. If the second scene element is not associated with the change of game time, a first editing control can be provided in the editing interface of the second scene element, and the first jump control may not be provided.

[0084] The second attribute is an attribute that can be edited through the first editing control, and can include all or part of the attributes of the second scene element. Specifically, it can include the display-related attributes of the second scene element (such as color, skin, etc.). When editing the second attribute, during the game running stage, the second scene element is controlled to be displayed according to the second attribute, and the second scene element can be displayed as a static effect.

[0085] As can be seen from the above, the embodiments of the present disclosure provide two editing interaction methods for two situations where the scene element is associated with and not associated with the change of game time, so as to meet the user's editing needs in their respective situations and improve the convenience of the editing process.

[0086] In one embodiment, the second scene element is configured to have display parameters corresponding to multiple moments; the second attribute includes a second target moment. The above-mentioned controlling the display of the second scene element in the game running scene according to the second attribute includes:

[0087] Displaying the second scene element in the game running scene according to the display parameters corresponding to the second target moment.

[0088] Among them, when the second scene element supports dynamic display, if it is necessary to display the second scene element in a static manner, the second target moment can be set through the first editing control, indicating that the second scene element is fixedly displayed as the state corresponding to the second target moment. As shown in Figure 5B In the case where the second scene element is not associated with the change of game time, a first editing control 502 is provided in the editing interface of the second scene element. The first editing control 502 can be in the form of a time axis or the like. The user sets the second target moment through the first editing control 502, such as moving the indication position on the first editing control 502, or inputting a time value, etc., to set the second target moment. For example, the second target moment is set to 6:00. During the game running stage, the static second scene element can be displayed according to the display parameters corresponding to 6:00. Regardless of the current moment in the game running scene, the second scene element remains in the state corresponding to 6:00.

[0089] In the above manner, users can conveniently edit dynamic scene elements into static effects, further improving editing flexibility and helping to reduce game resource overhead.

[0090] The above has described two ways to enter the time change editing interface through the time change setting item and the editing interface of the second scene element, and the functions of the editing interface of the second scene element have been described. The time change editing interface will be specifically described below.

[0091] Step S320, in response to a first editing instruction in the time change editing interface, set game time change parameters.

[0092] Among them, the first editing instruction is an instruction to edit game time change parameters in the time change editing interface. The time change editing interface can provide controls for editing game time change parameters, and users trigger the first editing instruction by operating these controls.

[0093] In one implementation, the game time change parameters include at least one of time change speed, time change direction, start time, and end time; the time change editing interface includes at least one of a second editing control, a third editing control, a fourth editing control, and a fifth editing control; the above determining the game time change parameters in response to a first editing instruction in the time change editing interface includes at least one of the following steps:

[0094] In response to an editing instruction for the second editing control, determine the time change speed;

[0095] In response to an editing instruction for the third editing control, determine the time change direction;

[0096] In response to an editing instruction for the fourth editing control, determine the start time;

[0097] In response to an editing instruction for the fifth editing control, determine the end time.

[0098] The embodiments of the present disclosure do not limit the forms and operation methods of the above various controls. For example, the second editing control may be in the form of a numerical input control, etc., and the user can input the value of the time change speed. The third editing control can be used to set positive and negative. Setting it to positive means the time change direction is positive, and setting it to negative means the time change direction is negative (i.e., time goes backward). Alternatively, the second editing control and the third editing control can be the same control. The user can input the value of the time change speed. If the value is positive, it means the time change direction is positive, and if the value is negative, it means the time change direction is negative. The fourth editing control and the fifth editing control can be in the form of a numerical input control, a timeline, etc. For example, the fourth editing control and the fifth editing control can be the same timeline with two indication marks. The user adjusts the position of the first indication mark to set the start time and adjusts the position of the second indication mark to set the end time.

[0099] In one embodiment, the time change editing interface can also be used to turn on or off the game time change. If the game time change is turned on, one or more of the above game time change parameters can be set to achieve the game time change effect. If the game time change is turned off, it means that the scene elements in the game editing scene are not related to the game time change, or the current moment in the game running scene does not change and stays at a fixed moment. This can quickly turn off the dynamic effects of all scene elements.

[0100] Figure 6A A schematic diagram of the time change editing interface is shown. This interface provides a first switch control 601, a second editing control 602, and a fourth editing control 603. Among them, the first switch control 601 is used to turn on or off the game time change. The second editing control 602 is used to set the time change speed. The fourth editing control 603 is used to set the start time.

[0101] In one embodiment, the above setting of the first scene element associated with the game time change in the game editing scene in response to the second preset instruction for the game editing scene includes the following steps:

[0102] In response to the second editing instruction in the time change editing interface, set the first scene element associated with the game time change in the game editing scene.

[0103] That is, the time change editing interface can also be used to set the first scene element, and the second editing instruction is the instruction to set the first scene element through the time change editing interface. In this way, the user can conveniently set the game time change parameters and the first scene element in the time change editing interface, further simplifying the editing process.

[0104] In one implementation, the time variation editing interface includes at least one of a sixth editing control, a seventh editing control, and an eighth editing control; in response to a second editing instruction in the time variation editing interface, setting a first scene element associated with game time variation in the game editing scene includes at least one of the following steps:

[0105] In response to an editing instruction for the sixth editing control, setting the first scene element to be associated with game time variation;

[0106] In response to an editing instruction for the seventh editing control, determining a target template among one or more candidate templates of the first scene element; the first scene element is configured to change according to the display parameters corresponding to the target template during the game running phase;

[0107] In response to an editing instruction for the eighth editing control, setting a first attribute of the first scene element; the first scene element is configured to change according to the first attribute during the game running phase.

[0108] The present disclosure implementation does not limit the forms and operation methods of the above various controls. For example, the sixth editing control can be a control in the form of a switch, and the user can set the sixth editing control corresponding to the first scene element to on to indicate that the first scene element is associated with game time variation. The seventh editing control can be a selection control, which includes one or more candidate templates, and the user selects a target template from them to indicate that the display parameters of the first scene element are configured using the target template. The eighth editing control can be in the form of a numerical input control, a numerical slider, a timeline, etc., and the user can input the value of the first attribute of the first scene element and can set the values corresponding to different moments on the timeline.

[0109] Referring to Figure 6A As shown, the time variation editing interface provides a sixth editing control 604 for setting whether the first scene element is associated with game time variation. When the user sets the sixth editing control 604 to on, it indicates that the first scene element (i.e., the sky) is associated with game time variation, and when the user sets the sixth editing control 604 to off, it indicates that the first scene element is not associated with game time variation.

[0110] Figure 6B A schematic diagram of another time variation editing interface is shown. If the first scene element currently does not support dynamic changes, the time variation editing interface can provide a seventh editing control 605, and the user can set a template that supports dynamic changes for the first scene element through the seventh editing control 605. For example, when clicking on the seventh editing control 605, the display Figure 6C As shown in the selection interface, which includes candidate templates, and the user can select and determine the target template from them. During the game running phase, the program controls the first scene element to change according to the display parameters corresponding to the target template.

[0111] In one embodiment, the game editing method further includes the following steps:

[0112] In response to a preview instruction for a first scene element, display a preview scene including the first scene element, and control the first scene element in the preview scene to change according to the change of the preview moment.

[0113] Among them, the preview instruction can be triggered in interfaces such as the editing interface of the first scene element and the time change editing interface. For example, referring to Figure 6A or Figure 6B As shown, a preview control 606 is provided in the time change editing interface. When the user clicks the preview control 606, it triggers the display of a preview scene including the first scene element. The preview scene can be a game editing scene or a part of the game editing scene displayed in the preview state, including the scene components in the game editing scene. The user can see the actual editing effect of the game editing scene in the preview scene. Or, the preview scene can be a scene generated according to the first scene element, excluding the scene components in the game editing scene, and is specifically used to preview the effect of the first scene element. Such a preview scene is relatively lightweight and has a lower loading overhead.

[0114] The preview moment refers to the current moment in the preview scene, and its function is equivalent to the current moment in the above-mentioned game running scene. When the first scene element is set to be associated with the game time change, in the preview scene, control the first scene element to change according to the change of the preview moment to display the dynamic display effect of the first scene element.

[0115] In one embodiment, the game editing method further includes the following steps:

[0116] When the preview scene is displayed, control the preview moment to change automatically; and / or in response to a moment adjustment instruction for the preview scene, adjust the preview moment to a first target moment specified by the moment adjustment instruction.

[0117] For example, the preview moment can be controlled to change automatically according to the game time change parameters currently set by the user. For example, starting from the start time, change the preview moment according to the time change speed to simulate the change of the current moment in the game running scene. Or, the preview moment can be controlled to change automatically according to other game time change parameters (such as the game time change parameters set by the user for the preview scene, or the default game time change parameters of the program, which can be different from the game time change parameters set in step S220). In addition, the user can actively adjust the preview moment through the moment adjustment instruction. Figure 7A schematic diagram of a preview scene is shown. When the preview scene is displayed, the display time change editing interface can be maintained, and a fourth editing control 603 is provided. The user can trigger a moment adjustment instruction through the fourth editing control 603. The first target moment is the moment specified by the moment adjustment instruction. For example, if the user drags the indication mark in the fourth editing control 603 to 8:00, the first target moment is 8:00, triggering the preview moment to be adjusted to 8:00.

[0118] For example, if the user has set the start time to 6:00 and the time change speed to 0.1 in the time change editing interface. In response to a preview instruction for the first scene element, the preview scene is displayed, and the preview moment is controlled to start from 6:00 and change at a speed of 0.1. During the automatic change of the preview moment, if the user adjusts the start time in the fourth editing control 603, such as adjusting it to 8:00, then with 8:00 as the first target moment, the preview moment is adjusted to 8:00, and then continues to change at a speed of 0.1. According to the change of the preview moment, the first scene element in the preview scene is controlled to change to show a dynamic display effect. In this way, the user can conveniently preview the state of the first scene element at different moments, meeting the user's preview needs. Subsequently, the start time in the game time change parameters can also be set to the first target moment according to the moment adjustment instruction. Of course, during the preview process, the user can also set other game time change parameters such as changing the time change speed, which can take effect immediately in the preview scene, enabling the user to preview the editing effect in real time.

[0119] In one implementation manner, setting the first attribute of the first scene element includes the following steps:

[0120] Setting at least one of the change curve, change event, and key frame value of at least part of the first attribute of the first scene element.

[0121] Among them, the variation curve represents the relationship between the value of the first attribute and the time parameter. For example, the program can provide various forms of curves (such as quadratic function curves, etc.), and the user can select one of the curves as the variation curve of the first attribute and can set the curve parameters (such as the coefficients and constants of the quadratic function, etc.). According to the variation curve of the first attribute set by the user, the functional relationship between the first attribute and the time parameter can be determined. In this way, during the game running stage, the values of the first attribute corresponding to different moments are calculated based on this functional relationship. The variation event represents the condition under which the value of the first attribute changes and how it changes. For example, it can be set that at a specific moment or when a specific event occurs, the value of the first attribute changes, and the value before the change and the value after the change can be set. The key frame represents a specific moment when the value of the first attribute is set on the time axis. For example, the program provides a time axis with a length of 24 hours, and the user can add any number of key frames on this time axis, can set the key frames at any position, and can set the value of the first attribute in each key frame, that is, the key frame value of the first attribute.

[0122] It should be noted that the first scene element can have multiple first attributes, and different methods can be used to set different first attributes. For example, set the variation curves of the dome color and the horizon color, set the key frame values of the lighting color, set the variation events of the starry sky parameters, etc.

[0123] In one implementation, the above-mentioned controlling the first scene element to change according to the change of the current moment includes at least one of the following steps:

[0124] According to the change of the current moment, control the first scene element to change according to the variation curves of at least some of the first attributes. For example, as the current moment changes, determine the value of the first attribute corresponding to the current moment according to the variation curve. This value usually also changes continuously. Control the first scene element to change according to this value of the first attribute. For example, when the dome color gradually changes, control the first scene element to present a state where the dome color gradually changes.

[0125] According to the change of the current moment, control the first scene element to change according to the variation events of at least some of the first attributes. For example, when the current moment reaches the specific moment that is the condition in the variation event, execute the change of the first attribute, and display the corresponding first scene element according to the value of the first attribute after the change. For example, the variation event of the starry sky parameters is: there is a starry sky at 20:00. During the game running stage, when the current moment reaches 20:00, change the first scene element from the state without a starry sky to the state with a starry sky.

[0126] Interpolate the key frame values of at least part of the first attributes according to the change of the current moment, and control the first scene element to change according to the interpolation result. Among them, if the current moment is at a non-key frame moment, the key frame values of the adjacent key frames can be interpolated (such as linear interpolation, etc., the present disclosure does not limit the interpolation method), and the value of the first attribute corresponding to the current moment is obtained, and the first scene element is controlled to change according to this value, so that a continuous change effect is obtained based on the discrete key frame values.

[0127] In one implementation, the above-mentioned setting of the first scene element associated with the game time change in response to the second preset instruction for the game editing scene includes the following steps:

[0128] In response to the third editing instruction in the graphical programming interface of the game editing scene, set one or more third target moments and the change statements of the first scene element corresponding to the third target moment;

[0129] The above-mentioned controlling the first scene element to change according to the change of the current moment includes the following steps:

[0130] In response to the current moment reaching the third target moment, control the first scene element to change according to the change statement.

[0131] Among them, the graphical programming interface is an interface for editing game logic statements in a graphical programming manner. In the graphical programming interface of the game editing scene, the user can use programming graphics such as building blocks to form game logic statements, and can implement the corresponding game logic in the game running scene. The implementation mode of the present disclosure supports the user to edit the change statements of the first scene element, and the third editing instruction is an instruction for editing the change statements in the graphical programming interface of the game editing scene. For example, the graphical programming interface provides programming graphics about the game time, which may include text content such as "reach xx moment". The user can set the moment value in the programming graphics, that is, set the third target moment, and edit the change statement of the first scene element corresponding to the third target moment. The change statement can be: when reaching xx moment, the xx attribute of the first scene element becomes xx value.

[0132] In the game running stage, the above change statement can be executed. Specifically, in response to the current moment reaching the third target moment, control the first scene element to change according to the change statement, presenting a corresponding dynamic display effect.

[0133] The above-mentioned method of editing the change statement in a graphical programming manner increases the flexibility of the user to edit the first scene element, which is beneficial to editing more diverse dynamic change logics.

[0134] In one implementation, the above-mentioned controlling the first scene element to change according to the change of the current moment includes the following steps:

[0135] In response to the current moment reaching the sampling moment, display the first scene element according to the display parameters corresponding to the first scene element at the sampling moment.

[0136] Among them, the sampling moment is the moment when the display effect of the first scene element is updated at the display end. For example, it can be set to update the display effect every 10 frames during the game running stage, so the sampling moment arrives every 10 frames. When the current moment in the game running scene reaches the sampling moment, display the first scene element according to the display parameters corresponding to the first scene element at the sampling moment (i.e., the current display parameters).

[0137] In one implementation manner, the game editing method further includes the following steps:

[0138] Obtain the reference display parameters corresponding to the moment adjacent to the sampling moment of the first scene element;

[0139] Determine the display parameters corresponding to the first scene element at the sampling moment according to the reference display parameters.

[0140] Among them, the moment adjacent to the sampling moment can be the moment where the key frame is located, and the reference display parameters can be the display parameters corresponding to the key frame value (such as the key frame value itself, or the display parameters calculated according to the key frame value). Exemplarily, the reference display parameters corresponding to an adjacent key frame before the sampling moment and the reference display parameters corresponding to an adjacent key frame after the sampling moment can be obtained, and the two reference display parameters are interpolated to obtain the display parameters corresponding to the first scene element at the sampling moment. Present the first scene element at the current moment according to this display parameter. In this way, a smooth change in the display effect of the first scene element can be achieved.

[0141] Figure 8 Shows a schematic diagram of updating the display effect of the first scene element at the sampling moment. In response to reaching the sampling moment, sampling can be performed based on the first attribute of the first scene element that has been set, such as interpolating the key frame value, or extracting the value corresponding to the sampling moment from the change curve, or extracting the set fixed value, etc., to obtain the set of display parameters corresponding to the sampling moment. According to this set of display parameters, update the display effect of the first scene element to achieve a dynamic display effect.

[0142] In one implementation manner, the game editing scene includes one or more scene elements, and the first scene element is one of them; each scene element corresponds to one or more containers, and the display parameters of each scene element are configured in the corresponding container; displaying the first scene element according to the display parameters corresponding to the sampling moment includes:

[0143] Modify the display parameters configured in the container corresponding to the first scene element to the display parameters corresponding to the sampling moment, so as to display the first scene element through this container.

[0144] Figure 9 The schematic architecture diagram of the game scene system is shown. Each scene element such as the sky and fog effect corresponds to a subsystem, and these subsystems are independent of the time system in the game. Each subsystem includes one or more containers for configuring the display parameters (such as the value of the first attribute, etc.) of the corresponding scene element. This realizes the decoupling between different scene elements, improving the editing flexibility and the game processing efficiency.

[0145] In one implementation, the game scene system is a subsystem in the game world and can be implemented through the facade pattern. Under the game scene system, a container-based logic structure that can be extended in parallel is provided. For example, if a dynamically changing scene element needs to be added, only a container needs to be added. And, a stateless data flow architecture is adopted to support the parallel extension of multi-context containers (such as the sky and fog effect). Each scene element can include one or more attributes, and the configuration data is dynamically loaded through the attribute index mechanism to ensure that the value corresponding to the modified attribute in the container is avoided from affecting other attributes.

[0146] In the game editing stage and the game running stage, the same set of interfaces is used to implement the docking between the container and other systems in the game. In this way, the game editing scene can inherit the scene element logic of the game running scene, ensuring the unity of the editing and running effects, and the seamless migration of data between the game editing stage and the game running stage.

[0147] In one implementation, the game editing method further includes the following steps:

[0148] In response to receiving the time synchronization information sent by the server, adjust the current moment according to the time synchronization information.

[0149] For example, the time synchronization information may include the game moment information on the server, such as the correspondence between the real-world time and the game moment. The terminal device can determine whether the local game moment is consistent with the time synchronization information, whether there is a situation of time leading or lagging. If there are such situations, the current moment on the terminal device can be adjusted to be consistent with the time synchronization information. Thus, the game moments of different terminal devices in the same game session are synchronized to ensure that the game progress seen by different players is the same.

[0150] Figure 10A schematic diagram of synchronously adjusting the current moment is shown. The server sends time synchronization information to each terminal device, which may include the following: the synchronized game moment is 8:00 and it takes 2 seconds to reach. Each terminal device can configure its local time system through the game scene system according to the time synchronization information. For example, if the current moment is 4:00 and it takes 2 seconds to reach 8:00 (it can be understood that the game moment of this terminal device lags behind the server, so it needs to catch up with the server's game moment at a faster time change rate within 2 seconds). According to this configuration, the time system is controlled to be adjusted. If the current moment reaches the sampling moment, the display effect of the first scene element can be sampled and updated. After determining that the synchronized game moment has been reached, it is determined that the synchronization is complete, and then the change of the current moment continues according to the normal game time change parameters (i.e., the game time change parameters set in step S220), and the first scene element is controlled to change.

[0151] An exemplary embodiment of the present disclosure also provides a game editing device. Refer to Figure 11 As shown, the game editing device 1100 includes the following modules:

[0152] The game editing scene display module 1110 is configured to display a game editing scene in a graphical user interface during the game editing stage;

[0153] The first editing module 1120 is configured to set game time change parameters in response to a first preset instruction for the game editing scene;

[0154] The second editing module 1130 is configured to set a first scene element associated with the game time change in the game editing scene in response to a second preset instruction for the game editing scene;

[0155] The first scene element control module 1140 is configured to, during the game running stage, in response to starting to run the game running scene corresponding to the game editing scene, control the change of the current moment in the game running scene according to the game time change parameters, and control the change of the first scene element according to the change of the current moment.

[0156] In one embodiment, the setting of the game time change parameters in response to a first preset instruction for the game editing scene includes:

[0157] In response to a first trigger instruction for the game editing scene, display a time change editing interface;

[0158] In response to a first editing instruction in the time change editing interface, set the game time change parameters.

[0159] In one implementation, in response to a first trigger instruction for the game editing scene, a time change editing interface is displayed, including:

[0160] In response to a trigger instruction for a time change setting item of the game editing scene, the time change editing interface is displayed; or in response to a trigger instruction for a first jump control in the editing interface of a second scene element, the time change editing interface is displayed; the second scene element is a scene element in the game editing scene.

[0161] In one implementation, the device is further configured to:

[0162] In response to a second trigger instruction for the second scene element, the editing interface of the second scene element is displayed, and when the second scene element is associated with game time change, the first jump control is provided in the editing interface of the second scene element.

[0163] In one implementation, the device is further configured to:

[0164] In response to a second trigger instruction for the second scene element, the editing interface of the second scene element is displayed, and when the second scene element is not associated with game time change, a first editing control is provided in the editing interface of the second scene element;

[0165] In response to an editing instruction for the first editing control, a second attribute of the second scene element is determined;

[0166] During the game running stage, the second scene element is controlled to be displayed in the game running scene according to the second attribute.

[0167] In one implementation, the second scene element is configured to have display parameters corresponding to multiple moments; the second attribute includes a second target moment; controlling the display of the second scene element in the game running scene according to the second attribute includes:

[0168] Displaying the second scene element in the game running scene according to the display parameters corresponding to the second target moment.

[0169] In one implementation, the game time change parameters include at least one of a time change speed, a time change direction, a start time, and an end time; the time change editing interface includes at least one of a second editing control, a third editing control, a fourth editing control, and a fifth editing control; determining the game time change parameters in response to a first editing instruction in the time change editing interface includes at least one of the following steps:

[0170] In response to an editing instruction for the second editing control, determine the time change rate;

[0171] In response to an editing instruction for the third editing control, determine the time change direction;

[0172] In response to an editing instruction for the fourth editing control, determine the start time;

[0173] In response to an editing instruction for the fifth editing control, determine the end time.

[0174] In one embodiment, the setting of the first scene element associated with the game time change in the game editing scene in response to the second preset instruction for the game editing scene includes:

[0175] In response to a second editing instruction in the time change editing interface, set the first scene element associated with the game time change in the game editing scene.

[0176] In one embodiment, the time change editing interface includes at least one of a sixth editing control, a seventh editing control, and an eighth editing control; the setting of the first scene element associated with the game time change in the game editing scene in response to a second editing instruction in the time change editing interface includes at least one of the following steps:

[0177] In response to an editing instruction for the sixth editing control, set the first scene element to be associated with the game time change;

[0178] In response to an editing instruction for the seventh editing control, determine a target template among one or more candidate templates of the first scene element; the first scene element is configured to change according to the display parameters corresponding to the target template during the game running stage;

[0179] In response to an editing instruction for the eighth editing control, set the first attribute of the first scene element; the first scene element is configured to change according to the first attribute during the game running stage.

[0180] In one embodiment, the device is further configured to:

[0181] In response to a preview instruction for the first scene element, display a preview scene including the first scene element, and control the first scene element in the preview scene to change according to the change of the preview moment.

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

[0183] When displaying the preview scene, control the preview moment to automatically change; and / or in response to a moment adjustment instruction for the preview scene, adjust the preview moment to a first target moment specified by the moment adjustment instruction.

[0184] In one implementation, setting the first scene element associated with the game time change in the game editing scene includes at least one of the following steps:

[0185] Set the first scene element to be associated with the game time change;

[0186] Determine a target template among one or more candidate templates of the first scene element; the first scene element is configured to change according to the display parameters corresponding to the target template during the game running phase;

[0187] Set the first attribute of the first scene element; the first scene element is configured to change according to the first attribute during the game running phase.

[0188] In one implementation, setting the first attribute of the first scene element includes:

[0189] Set at least one of the change curve, change event, and key frame value of at least part of the first attribute of the first scene element.

[0190] In one implementation, controlling the first scene element to change according to the change of the current moment includes at least one of the following steps:

[0191] According to the change of the current moment, control the first scene element to change according to the change curve of at least part of the first attribute;

[0192] According to the change of the current moment, control the first scene element to change according to the change event of at least part of the first attribute;

[0193] Interpolate the key frame values of at least part of the first attribute according to the change of the current moment, and control the first scene element to change according to the interpolation result.

[0194] In one implementation, in response to a second preset instruction for the game editing scene, setting the first scene element associated with the game time change in the game editing scene includes:

[0195] In response to a third editing instruction in the graphical programming interface of the game editing scene, set one or more third target moments and the change statements of the first scene element corresponding to the third target moments;

[0196] Controlling the change of the first scene element according to the change of the current moment includes:

[0197] In response to the current moment reaching the third target moment, controlling the first scene element to change according to the change statement.

[0198] In one implementation, controlling the change of the first scene element according to the change of the current moment includes:

[0199] In response to the current moment reaching the sampling moment, displaying the first scene element according to the display parameter corresponding to the first scene element at the sampling moment.

[0200] In one implementation, the device is further configured to:

[0201] Obtain the reference display parameter corresponding to the adjacent moment of the first scene element at the sampling moment;

[0202] Determine the display parameter corresponding to the first scene element at the sampling moment according to the reference display parameter.

[0203] In one implementation, the game editing scene includes one or more scene elements, and the first scene element is one of them; each scene element corresponds to one or more containers, and the display parameter of each scene element is configured in the corresponding container; displaying the first scene element according to the display parameter corresponding to the first scene element at the sampling moment includes:

[0204] Modify the display parameter configured in the container corresponding to the first scene element to the display parameter corresponding to the first scene element at the sampling moment, so as to display the first scene element through the container.

[0205] In one implementation, the game time change parameter at least includes a start time and a time change speed; controlling the change of the current moment in the game running scene according to the game time change parameter includes:

[0206] Controlling the current moment in the game running scene to start from the start time and change at the time change speed.

[0207] In one implementation, the device is further configured to:

[0208] In response to receiving the time synchronization information sent by the server, adjusting the current moment according to the time synchronization information.

[0209] The specific details of each part in the above device have been described in detail in the embodiments of the method part. For the details not disclosed, reference can be made to the content of the embodiments in the method part, and thus will not be elaborated here.

[0210] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, such a division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0211] The exemplary embodiments of the present disclosure also provide a computer program product. The computer program product includes a computer program, and when the computer program is executed by a processor, the above method is implemented.

[0212] In one embodiment, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on signals such as electricity, magnetism, light, electromagnetic, infrared, etc., including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), hard disk drive (HDD), solid state drive (SSD), etc. Exemplarily, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, Nand Flash, etc.

[0213] In one embodiment, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or an installation package containing a computer program.

[0214] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user's computing device, or partially on the user's computing device, or executed as an independent software package, or partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (for example, through an Internet connection provided by an operator).

[0215] A computer program can be carried or transmitted by signals such as electricity, magnetism, light, electromagnetic, and infrared. An electronic device can convert the signal carrying the computer program into a digital signal and then run the computer program. When the computer program runs on the electronic device, its code is used to cause the electronic device to execute (more specifically, to cause the processor of the electronic device to execute) the method steps of various embodiments of the present disclosure. For example: Step S210, in the game editing stage, display a game editing scene in the graphical user interface. Step S220, in response to a first preset instruction for the game editing scene, set the game time change parameter. Step S230, in response to a second preset instruction for the game editing scene, set a first scene element associated with the game time change in the game editing scene. Step S240, in the game running stage, in response to starting to run the game running scene corresponding to the game editing scene, control the current time in the game running scene to change according to the game time change parameter, and control the first scene element to change according to the change of the current time.

[0216] Implementing the above method steps through a computer program, in the game editing stage, the user can set the game time change parameter for the game editing scene and set the first scene element associated with the game time change. In this way, in the game running stage, the program can control the current time in the game running scene to change according to the game time change parameter, and then control the first scene element to change according to the change of the current time. On the one hand, a solution for editing dynamic scene elements is provided. For the visual game editing scene, the user can achieve the editing process through simple first and second preset instructions, achieving the dynamic display effect of the first scene element changing over time, and reducing the editing difficulty and threshold. On the other hand, decoupling the time system in the game from the scene elements allows the user to edit the game time change parameter and the first scene element separately, further reducing the editing difficulty of the first scene element and facilitating the improvement of the editing flexibility and scalability of the scene elements. For example, the user can set different scene elements to be associated with the game time change according to their own needs to achieve the dynamic display effect of different scene elements superimposed. At the same time, flexible editing of the time system is achieved. For example, the user can flexibly set game time change parameters such as the start time and the time change speed, which is conducive to editing more diverse game dynamic effects.

[0217] An exemplary embodiment of the present disclosure also provides an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions.

[0218] The following refers to Figure 12 , and an electronic device is exemplarily described in the form of a general computing device. It should be understood thatFigure 12 The displayed electronic device 1200 is merely an example and should not impose limitations on the functions and scope of use of the embodiments of the present disclosure.

[0219] As Figure 12 shown, the electronic device 1200 may include: a processor 1210, a memory 1220, a bus 1230, an I / O (input / output) interface 1240, and a network adapter 1250.

[0220] The memory 1220 may include volatile memory, such as a RAM 1221 and a cache unit 1222, and may also include non-volatile memory, such as a ROM 1223. The memory 1220 may also include one or more program modules 1224. Such program modules 1224 include, but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment. For example, the program module 1224 may include each module in the above device.

[0221] The processor 1210 may include one or more processing units. For example: the processor 1210 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit), etc.

[0222] The processor 1210 may be used to execute the executable instructions stored in the memory 1220 to perform the method steps of various embodiments of the present disclosure. For example: step S210, in the game editing stage, display a game editing scene in the graphical user interface. Step S220, in response to a first preset instruction for the game editing scene, set game time change parameters. Step S230, in response to a second preset instruction for the game editing scene, set a first scene element associated with the game time change in the game editing scene. Step S240, in the game running stage, in response to starting to run the game running scene corresponding to the game editing scene, control the current moment in the game running scene to change according to the game time change parameters, and control the first scene element to change according to the change of the current moment.

[0223] By executing the above method steps through the processor 1210, in the game editing stage, the user can set game time change parameters for the game editing scene and set the first scene elements associated with the game time change. In this way, in the game running stage, the program can control the change of the current moment in the game running scene according to the game time change parameters, and then control the change of the first scene elements according to the change of the current moment. On the one hand, a scheme for editing dynamic scene elements is provided. For the visual game editing scene, the user can implement the editing process through simple first preset instructions and second preset instructions, achieving the dynamic display effect of the first scene elements changing with time, and reducing the editing difficulty and threshold. On the other hand, decoupling the time system in the game from the scene elements, the user can edit the game time change parameters and the first scene elements separately, further reducing the editing difficulty of the first scene elements and facilitating improving the editing flexibility and scalability of the scene elements. For example, the user can set different scene elements to be associated with the game time change according to their own needs to achieve the dynamic display effect of different scene elements superimposed. At the same time, flexible editing of the time system is realized. For example, the user can flexibly set game time change parameters such as the start time and time change speed, which is beneficial to editing more diverse game dynamic effects.

[0224] The bus 1230 is used to implement the connection between different components of the electronic device 1200 and may include a data bus, an address bus, and a control bus.

[0225] The electronic device 1200 can communicate with one or more external devices 1300 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 1240.

[0226] The electronic device 1200 can communicate with one or more networks through the network adapter 1250. For example, the network adapter 1250 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless local area network, Bluetooth, and near field communication. The network adapter 1250 can communicate with other modules of the electronic device 1200 through the bus 1230.

[0227] Although Figure 12 not shown in the figure, other hardware and / or software modules can also be set in the electronic device 1200, including but not limited to: a display, microcode, a device driver, a redundant processor, an external disk drive array, a RAID (Redundant Arrays of Independent Disks) system, a tape drive, and a data backup storage system, etc.

[0228] As described above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, and so on. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, such as can be respectively referred to as "circuit", "module" or "system".

[0229] It should be understood that the present disclosure is not limited to the specific method steps or structures already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. Based on the specific embodiments provided by the present disclosure, those skilled in the art will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are pointed out by the claims, and should cover any variations, uses or adaptations of the present disclosure, and these variations, uses or adaptations follow the general principles of the present disclosure and include well-known common general knowledge or conventional technical means in the technical field not disclosed by the present disclosure.

Claims

1. A game editing method, characterized in that, The method includes: In the game editing stage, display a game editing scene in the graphical user interface; In response to a first preset instruction for the game editing scene, set game time change parameters; In response to a second preset instruction for the game editing scene, set a first scene element associated with game time change in the game editing scene; In the game running stage, in response to starting to run the game running scene corresponding to the game editing scene, control the current moment in the game running scene to change according to the game time change parameters, and control the first scene element to change according to the change of the current moment.

2. The method according to claim 1, wherein The step of, in response to a first preset instruction for the game editing scene, setting game time change parameters includes: In response to a first trigger instruction for the game editing scene, display a time change editing interface; In response to a first editing instruction in the time change editing interface, set the game time change parameters.

3. The method according to claim 2, wherein The step of, in response to a first trigger instruction for the game editing scene, displaying a time change editing interface includes: In response to a trigger instruction for a time change setting item of the game editing scene, display the time change editing interface; or in response to a trigger instruction for a first jump control in the editing interface of a second scene element, display the time change editing interface; the second scene element is a scene element in the game editing scene.

4. The method according to claim 3, wherein The method further includes: In response to a second trigger instruction for the second scene element, display the editing interface of the second scene element, and provide the first jump control in the editing interface of the second scene element when the second scene element is associated with game time change.

5. The method according to claim 4, characterized in that, The method further includes: In response to a second trigger instruction for the second scene element, display the editing interface of the second scene element, and provide a first editing control in the editing interface of the second scene element when the second scene element is not associated with game time change; In response to an editing instruction for the first editing control, determine a second attribute of the second scene element; In the game running stage, control the display of the second scene element in the game running scene according to the second attribute.

6. The method according to claim 5, wherein The second scene element is configured to have display parameters corresponding to multiple moments; the second attribute includes a second target moment; the step of controlling the display of the second scene element in the game running scene according to the second attribute includes: Display the second scene element in the game running scene according to the display parameters corresponding to the second target moment.

7. The method according to claim 2, wherein The game time change parameters include at least one of a time change speed, a time change direction, a start time, and an end time; the time change editing interface includes at least one of a second editing control, a third editing control, a fourth editing control, and a fifth editing control; the step of, in response to a first editing instruction in the time change editing interface, determining game time change parameters includes at least one of the following steps: In response to an editing instruction for the second editing control, determine the time change speed; In response to an editing instruction for the third editing control, determine the direction of time change; In response to an editing instruction for the fourth editing control, determine the start time; In response to an editing instruction for the fifth editing control, determine the end time.

8. The method according to claim 2, wherein The setting of the first scene element associated with the game time change in the game editing scene in response to the second preset instruction for the game editing scene includes: In response to a second editing instruction in the time change editing interface, set the first scene element associated with the game time change in the game editing scene.

9. The method according to claim 8, wherein The time change editing interface includes at least one of a sixth editing control, a seventh editing control, and an eighth editing control; the setting of the first scene element associated with the game time change in the game editing scene in response to the second editing instruction in the time change editing interface includes at least one of the following steps: In response to an editing instruction for the sixth editing control, set the first scene element to be associated with the game time change; In response to an editing instruction for the seventh editing control, determine a target template among one or more candidate templates of the first scene element; The first scene element is configured to change according to the display parameters corresponding to the target template during the game running stage; In response to an editing instruction for the eighth editing control, set the first attribute of the first scene element; The first scene element is configured to change according to the first attribute during the game running stage.

10. The method according to claim 1, wherein The method further includes: In response to a preview instruction for the first scene element, display a preview scene including the first scene element, and control the first scene element in the preview scene to change according to the change of the preview moment.

11. The method according to claim 10, wherein The method further includes: When the preview scene is displayed, control the preview moment to automatically change; and / or in response to a moment adjustment instruction for the preview scene, adjust the preview moment to a first target moment specified by the moment adjustment instruction.

12. The method according to claim 1, characterized in that, The setting of the first scene element associated with the game time change in the game editing scene includes at least one of the following steps: Set the first scene element to be associated with the game time change; Determine a target template among one or more candidate templates of the first scene element; the first scene element is configured to change according to the display parameters corresponding to the target template during the game running stage; Set the first attribute of the first scene element; The first scene element is configured to change according to the first attribute during the game running stage.

13. The method according to claim 12, wherein The setting of the first attribute of the first scene element includes: Set at least one of the change curve, change event, and key frame value of at least part of the first attributes of the first scene element.

14. The method according to claim 13, characterized in that, The controlling of the change of the first scene element according to the change of the current moment includes at least one of the following steps: According to the change of the current moment, control the first scene element to change according to the change curve of at least part of the first attributes; Control the first scene element to change according to the change event of at least part of the first attribute according to the change of the current moment; Interpolate the key frame values of at least part of the first attribute according to the change of the current moment, and control the first scene element to change according to the interpolation result.

15. The method according to claim 1, wherein The setting of the first scene element associated with the game time change in the game editing scene in response to a second preset instruction for the game editing scene includes: In response to a third editing instruction in the graphical programming interface of the game editing scene, set one or more third target moments and the change statements of the first scene element corresponding to the third target moment; The controlling the first scene element to change according to the change of the current moment includes: In response to the current moment reaching the third target moment, control the first scene element to change according to the change statement.

16. The method according to claim 1, wherein The controlling the first scene element to change according to the change of the current moment includes: In response to the current moment reaching the sampling moment, display the first scene element according to the display parameter of the first scene element corresponding to the sampling moment.

17. The method according to claim 16, wherein The method further includes: Obtain the reference display parameter of the first scene element corresponding to the moment adjacent to the sampling moment; Determine the display parameter of the first scene element corresponding to the sampling moment according to the reference display parameter.

18. The method according to claim 16, wherein, The game editing scene includes one or more scene elements, and the first scene element is one of them; Each scene element corresponds to one or more containers, and the display parameters of each scene element are configured in the corresponding container; The displaying the first scene element according to the display parameter of the first scene element corresponding to the sampling moment includes: Modify the display parameter configured in the container corresponding to the first scene element to the display parameter of the first scene element corresponding to the sampling moment, so as to display the first scene element through the container.

19. The method according to claim 1, wherein The game time change parameter at least includes a start time and a time change speed; the controlling the current moment in the game running scene to change according to the game time change parameter includes: Control the current moment in the game running scene to start from the start time and change at the time change speed.

20. The method according to any one of claims 1 to 19, characterized in that, The method further includes: In response to receiving the time synchronization information sent by the server, adjust the current moment according to the time synchronization information.

21. A game editing device, characterized in that, The device includes: A game editing scene display module configured to display a game editing scene in a graphical user interface during the game editing stage; A first editing module configured to set game time change parameters in response to a first preset instruction for the game editing scene; A second editing module configured to set the first scene element associated with the game time change in the game editing scene in response to a second preset instruction for the game editing scene; The first scene element control module is configured to, during the game running stage, in response to starting to run the game running scene corresponding to the game editing scene, control the current moment in the game running scene to change according to the game time change parameter, and control the first scene element to change according to the change of the current moment.

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

23. An electronic device, characterized in that, Comprising: A processor; A memory for storing executable instructions of the processor; Wherein, the processor is configured to execute the method according to any one of claims 1 to 20 by executing the executable instructions.