Virtual component control method and device in game, electronic equipment and medium

By receiving location editing operations and selecting appropriate editing methods, and using recommended location markers and distance markers to assist in adjusting the position of virtual components, the problem of tedious virtual item position adjustments is solved, improving accuracy and efficiency.

CN120860595APending Publication Date: 2025-10-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511249845.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-02
Publication Date
2025-10-31

AI Technical Summary

Technical Problem

In the process of editing user-generated content, the precise adjustment of the position of virtual items is cumbersome, resulting in low efficiency of human-computer interaction.

Method used

By receiving position editing operations, the system determines the operation parameters and selects the target editing method for large-scale displacement or fine-tuning based on the parameters. It also uses recommended position markers and distance markers to assist in adjusting the position of virtual components.

Benefits of technology

It improves the accuracy of virtual component position adjustment and human-computer interaction efficiency, simplifies the operation process, and reduces the cumbersomeness of virtual item position adjustment.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a virtual component control method and device in a game, electronic equipment and a medium, and the method comprises the steps that a position editing operation for a first virtual component is received, and the position editing operation is used for controlling and changing the component position of the first virtual component in a game editing scene; determining an operation parameter corresponding to the position editing operation, and determining a target editing mode corresponding to the operation parameter from editing modes preset for the first virtual component, the preset editing modes at least comprise a first editing mode for performing large-range displacement on the first virtual component and a second editing mode for performing position fine adjustment on the first virtual component; and according to the target editing mode, controlling and adjusting the component position of the first virtual component in the game editing scene. By adopting the control method and device for the virtual component in the game, the electronic equipment and the medium, the problems that the operation process is tedious and the man-machine interaction efficiency is low when the position of the virtual component is accurately adjusted are solved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, electronic device, and medium for controlling virtual components in a game. Background Technology

[0002] During the editing process of User Generated Content (UGC), users typically adjust the attributes of virtual items by dragging and dropping. For example, users can move the position of a virtual item in the game editing scene to align it with other virtual items or quickly place it at a target location.

[0003] However, when making precise adjustments to the position of virtual objects, users often need to drag slowly or repeatedly, resulting in a cumbersome operation process and low human-computer interaction efficiency. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and medium for controlling virtual components in a game, so as to overcome at least one of the above-mentioned defects.

[0005] In a first aspect, embodiments of this application provide a method for controlling virtual components in a game, which provides a graphical user interface through a terminal device, displays a game editing scene in the graphical user interface, the game editing scene including an editable first virtual component, and the method includes: Receive a position editing operation for the first virtual component, wherein the position editing operation is used to control and change the position of the first virtual component in the game editing scene; Determine the operation parameters corresponding to the position editing operation, and determine the target editing method corresponding to the operation parameters from the preset editing methods for the first virtual component. The preset editing methods include at least: a first editing method for large-range displacement of the first virtual component and a second editing method for fine-tuning the position of the first virtual component. According to the target editing method, control and adjust the position of the first virtual component in the game editing scene.

[0006] Secondly, embodiments of this application also provide a virtual component control device in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a game editing scene, which includes an editable first virtual component. The device includes: The movement control module is used to receive position editing operations for the first virtual component, wherein the position editing operations are used to control and change the position of the first virtual component in the game editing scene; The method determination module is used to determine the operation parameters corresponding to the position editing operation, and to determine the target editing method corresponding to the operation parameters from the preset editing methods for the first virtual component. The preset editing methods include at least: a first editing method for large-range displacement of the first virtual component and a second editing method for fine-tuning the position. The position adjustment module is used to control and adjust the position of the first virtual component in the game editing scene according to the target editing method.

[0007] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform the steps of the virtual component control method in the game described above.

[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the virtual component control method in the game described above.

[0009] The embodiments of this application bring the following beneficial effects: This application provides a method, device, electronic device, and medium for controlling virtual components in games. It can identify the user's purpose based on operation parameters, thereby determining the corresponding target editing method. Then, it can accurately adjust the placement position of the first virtual component through the determined target editing method, which improves the accuracy of virtual component position adjustment and human-computer interaction efficiency. Compared with the existing virtual component control methods in games, it solves the problems of cumbersome operation process and low human-computer interaction efficiency when accurately adjusting the position of virtual components.

[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 A flowchart of the virtual component control method in a game provided in an embodiment of this application is shown; Figure 2A flowchart illustrating the steps for determining the target editing method provided in an embodiment of this application is shown; Figure 3 This illustration shows a location diagram of the recommended location identifier provided in an embodiment of this application; Figure 4 This illustration shows a schematic diagram of the position of the auxiliary line markers provided in an embodiment of this application; Figure 5 A schematic diagram of the distance marker provided in an embodiment of this application is shown; Figure 6 A schematic diagram of the thumbnail window provided in an embodiment of this application is shown; Figure 7 A flowchart illustrating the editing steps of the virtual component provided in the embodiments of this application is shown; Figure 8 A schematic diagram of the component edge markings provided in an embodiment of this application is shown; Figure 9 This invention provides a schematic diagram of the structure of a virtual component control device in a game, as illustrated in an embodiment of this application. Figure 10 A schematic diagram of the structure of the electronic device provided in the embodiments of this application is shown. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0014] It is worth noting that prior to this application, during the editing of User Generated Content (UGC), users typically adjusted the attributes of virtual items by dragging and dropping. For example, users could move the position of a virtual item in the game editing scene to align it with other virtual items or quickly place it at a target location.

[0015] For example, users can rotate the orientation of virtual objects by dragging, or scale the size of virtual objects by dragging.

[0016] However, when it is necessary to precisely adjust virtual objects to the target position, users often need to drag them slowly or repeatedly back and forth, which leads to cumbersome operation and low human-computer interaction efficiency.

[0017] The following explains the terms used in the embodiments of this application.

[0018] Graphical User Interface: It is a human-computer interface display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal in order to select commands, launch programs, or perform other tasks.

[0019] Game scene: A game scene is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual objects during gameplay. These virtual objects can perform actions such as movement and skill release in the virtual scene based on the user's (i.e., the player's) commands to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual objects. Optionally, a game scene can also be used for virtual environment battles between at least two virtual objects, and the game scene has virtual resources available for use by at least two virtual objects. For example, a game scene can include any one or more of the following elements: game background elements, game virtual character elements, game item elements, etc.

[0020] In an optional implementation, the virtual component control method in a game, as described in one embodiment of this disclosure, can run on a local terminal device or a server. When the virtual component control method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0021] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game loading method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0022] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0023] In one possible implementation, this invention provides a method for controlling virtual components in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0024] Based on this, embodiments of this application provide a method for controlling virtual components in games to improve human-computer interaction efficiency and reduce the cumbersomeness of the operation process.

[0025] Please see Figure 1 , Figure 1 This is a flowchart illustrating a virtual component control method in a game, as provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the virtual component control method in a game includes: Step S101: Receive position editing operation for the first virtual component; Step S102: Determine the operation parameters corresponding to the position editing operation, and determine the target editing method corresponding to the operation parameters from the preset editing methods for the first virtual component; Step S103: According to the target editing method, control and adjust the position of the first virtual component in the game editing scene.

[0026] The position editing operation is used to control and change the position of the first virtual component in the game editing scene. The preset editing methods include at least: a first editing method that performs a large-scale displacement of the first virtual component and a second editing method that performs a fine-tuning of the position of the first virtual component.

[0027] The virtual component control method in the game provided in this application can identify the user's purpose based on operation parameters, thereby determining the corresponding target editing method, and then accurately adjusting the component position of the first virtual component through the determined target editing method. This improves the accuracy of virtual component position adjustment and human-computer interaction efficiency, and solves the problems of cumbersome operation process and low human-computer interaction efficiency when accurately adjusting the position of virtual components.

[0028] To facilitate understanding of this embodiment, the following description uses the application of the information processing method in a game provided in this application to a terminal device as an example to illustrate the exemplary steps provided in this application embodiment. Specifically, the terminal device provides a graphical user interface (GUI) that displays a game editing scene, which includes an editable first virtual component.

[0029] In step S101, a position editing operation for the first virtual component is received.

[0030] In practical implementation, the game editing scene can be a scene provided when the game program runs, or it can be understood as a scene provided by the game editor. A game editing scene can include one or more editable scene components. Scene components are people, objects, or parts of people or objects in the scene, such as buildings, vehicles, plants, and mechanisms. Editable scene components can be edited within the game editing scene; for example, the position of the first virtual component can be edited. In practical applications, when a player triggers a game editing command, the game editing scene can be displayed in the graphical user interface from the default camera perspective. This game editing command can be determined according to the game rules; for example, it could be an operation to enter the game editor, or an operation to select a scene map for editing, etc.

[0031] Editing the first virtual component refers to editing the component properties of the first virtual component. Editable component properties include, but are not limited to: position, size, number of sides, number of components, transparency, color saturation, and stroke thickness.

[0032] Position editing operations refer to operations used to control and change the position of a first virtual component in a game editing scene. For example, a position editing operation can be a dragging operation with a finger on a mobile phone screen. By default, when a user performs a position editing operation, the first virtual component is moved within the game editing scene according to a first movement scale. The first movement scale is the default movement scale used when controlling the movement of virtual items. The first movement scale refers to the ratio between the distance moved by the position editing operation on the mobile phone screen and the distance moved by the first virtual component in the game editing scene. For example, if the first movement scale is 1 centimeter for every 1 centimeter moved by the position editing operation, the first virtual component moves 1 meter in the game editing scene. In this case, the ratio between the distance moved by the position editing operation and the distance moved by the first virtual component in the game editing scene is 0.01.

[0033] In step S102, the operation parameters corresponding to the position editing operation are determined, and the target editing method corresponding to the operation parameters is determined from the preset editing methods for the first virtual component.

[0034] In practical implementation, the preset editing methods include at least: a first editing method that performs a large-scale displacement of the first virtual component and a second editing method that performs fine-tuning of its position. The first editing method, relative to the second, is a large-scale displacement method, where a large-scale displacement refers to a movement distance greater than a set distance. The first editing method is used to directly place the first virtual component at the target position, while the second editing method is used to fine-tune the position of the first virtual component within a second movement scale to achieve precise adjustment. The target editing method is selected from the first and second editing methods.

[0035] The operation parameters include the movement speed and the number of back-and-forth movements of the movement trajectory of the position editing operation. The movement speed refers to the drag speed of the position editing operation on the mobile phone screen, and the number of back-and-forth movements refers to the number of times the position editing operation drags back and forth within a preset time period. When the position editing operation moves along a fixed direction, the number of back-and-forth movements will not increase. The number of back-and-forth movements will only increase when the position editing operation performs repetitive, opposite-direction periodic movements.

[0036] The following reference Figure 2 This section details the process of determining the target editing method.

[0037] Figure 2 A flowchart illustrating the steps for determining the target editing method provided in the embodiments of this application is shown, such as... Figure 2 As shown, the steps for determining the target editing method include: Step S1021: When the operation parameters meet the first parameter condition, the first editing method is determined as the target editing method, and a recommended position identifier is provided in the game editing scene to indicate the target position after a large-scale movement.

[0038] The first parameter condition includes a movement speed greater than a first set speed threshold. For example, when the movement speed of the position editing operation is greater than 0.1 meters per second, the operation parameters are determined to meet the first parameter condition, and the first editing mode is then determined as the target editing mode. Under the first editing mode, if the user does not adjust the camera view, the game editing scene will still be displayed using the default camera view.

[0039] When the target editing method is determined to be the primary editing method, a recommended location marker is provided in the game editing scene to indicate the target location. See below for reference. Figure 3 Let's introduce the location of the recommended location marker.

[0040] Figure 3 This application provides a schematic diagram illustrating the location of the recommended location identifier provided in its embodiments. Figure 3 As shown, in the graphical user interface 10, the initial position of the first virtual component is position 201. The first virtual component is moved from position 201 to position 202 through position editing operation. During the process of the first virtual component moving from position 201 to position 202, it is continuously detected whether the movement speed of the position editing operation in the previous second of the current moment meets the first parameter condition. If the movement speed is detected to meet the first parameter condition, the target position 203 for placing the first virtual component is determined based on the position 204 of the recommended aligned second virtual component, and a recommended position identifier is provided at the target position 203 in the game editing scene.

[0041] For example, the recommended location identifier can be represented by a three-dimensional model of the same size as the first virtual component, or by particle effects. This application does not limit the specific form of the recommended location identifier.

[0042] In one example, the target position can be determined based on the movement direction of the position editing operation and the auxiliary extension line of the recommended alignment of the second virtual component, wherein the auxiliary extension line includes, but is not limited to: the extension line of the outer contour of the second virtual component and the extension line of the axis of the second virtual component.

[0043] For example: Select multiple candidate second virtual components of the same type and size as the first virtual component in the movement direction of the position editing operation. If the first virtual component is a cube-shaped wall, then the candidate second virtual component is a cube-shaped wall of the same size as the first virtual component; if the first virtual component is a wooden floor tile, then the candidate second virtual component is a wooden floor tile of the same size as the first virtual component.

[0044] Then, for each candidate second virtual component, an auxiliary extension line corresponding to the outer contour or axis of the candidate second virtual component is generated, and it is determined whether there is an intersection between the preset range corresponding to the auxiliary extension line and the movement direction of the position editing operation. If there is an intersection, the candidate second virtual component is selected as the second virtual component. When multiple second virtual components are selected, the second virtual component that is closest to the first virtual component is selected as the recommended second virtual component for alignment.

[0045] After determining the recommended second virtual component for alignment, the intersection position corresponding to the recommended second virtual component for alignment is determined as the target position. That is, the target position is the intersection position between the preset range corresponding to the auxiliary extension line of the recommended second virtual component for alignment and the movement direction of the position editing operation.

[0046] In one example, to indicate the positional relationship between the target position indicated by the recommended position marker, the position of the first virtual component, and the position of the second virtual component to be aligned, auxiliary line markers can be provided in the game editing scene.

[0047] The following reference Figure 4 Let's discuss the display location of the auxiliary line markers.

[0048] Figure 4 This illustration shows a schematic diagram of the location of the auxiliary line markers provided in an embodiment of this application, such as... Figure 4 As shown, in the graphical user interface 10, an auxiliary line identifier 211 is provided between the first virtual component and the target position 203. The auxiliary line identifier 211 is an extension of the outer contour of the first virtual component toward the target position 203. An auxiliary line identifier 212 is provided between the recommended aligned second virtual component and the target position 203. The auxiliary line identifier 212 is an extension of the outer contour of the second virtual component toward the target position 203.

[0049] In step S1022, when the operation parameters meet the second parameter condition, in response to the mode confirmation operation, the second editing mode is determined as the target editing mode, the game editing scene is enlarged and displayed in the graphical user interface, and a distance indicator under the second movement scale is provided on the graphical user interface.

[0050] The second parameter condition includes at least one of the following: the movement speed is less than or equal to a second set speed threshold, and the number of reciprocating movements is greater than a set number threshold. For example, when the movement speed of the position editing operation is less than or equal to 0.08 m / s, and / or the number of reciprocating movements is greater than 3, the operation parameter is determined to meet the second parameter condition. Wherein, the first set speed threshold is greater than or equal to the second set speed threshold.

[0051] The mode confirmation operation refers to a touch operation that meets the first touch condition. The mode confirmation operation is used to determine whether to enter the second editing mode. The first touch condition includes, but is not limited to, at least one of the following: touch pressure is greater than a first set pressure threshold, and touch area is greater than a first set area threshold.

[0052] When the operation parameters meet the second parameter condition, a second operation prompt is provided in the graphical user interface to instruct the user to perform a method confirmation operation. For example, the second operation prompt is presented in the graphical user interface as text: "Please press the screen firmly to fine-tune the placement position." At this time, the user performs a touch operation on the phone screen according to the second operation prompt. It is detected whether the touch pressure of the touch operation is greater than a first set pressure threshold and / or whether the touch area is greater than a first set area threshold. If the touch pressure is greater than the first set pressure threshold and / or the touch area is greater than the first set area threshold, then the touch operation is determined to be a method confirmation operation, and the second editing method is determined as the target editing method.

[0053] When the target editing method is determined to be the second editing method, in order to fine-tune the position of the first virtual component, the game editing scene is enlarged in the graphical user interface (GUI). That is, the display ratio of the first virtual component in the GUI is increased by narrowing the camera's field of view, and a distance indicator at the second movement scale is provided on the GUI. The first movement scale is smaller than the second movement scale. Different movement scales represent different ratios between the distance the position editing operation moves on the phone screen and the distance the first virtual component moves in the game editing scene. For example, the second movement scale is such that for every 1 centimeter the position editing operation moves, the first virtual component moves 0.1 meters in the game editing scene. In this case, the ratio between the distance the position editing operation moves and the distance the first virtual component moves in the game editing scene is 0.1.

[0054] The following reference Figure 5 Let's introduce the display style of distance markers.

[0055] Figure 5 A schematic diagram of the distance marker provided in an embodiment of this application is shown, such as... Figure 5 As shown, the graphical user interface 10 displays a horizontal distance indicator 310 and a vertical distance indicator 320. Through the horizontal distance indicator 310 and the vertical distance indicator 320, the user can accurately see the minute distance the first virtual component has moved, thereby achieving precise position adjustment of the second editing method compared to the first editing method.

[0056] In one example, the value of the second movement scale is determined based on the duration of the mode confirmation operation. The duration is positively correlated with the ratio of the second movement scale. The longer the duration of the mode confirmation operation, the larger the ratio of the second movement scale; the shorter the duration of the mode confirmation operation, the smaller the ratio of the second movement scale.

[0057] In an optional embodiment, to facilitate the user's observation of the positional changes between the first virtual component and other scene components, an additional thumbnail window can be provided in the graphical user interface.

[0058] For example, in response to the end of the confirmation operation, a thumbnail window is provided in the graphical user interface. The thumbnail window is used to display the game editing scene from a global perspective, that is, to display the game editing scene at a preset display ratio. Through the thumbnail window, the user can view the positional relationship between the first virtual component and other scene components in the game editing scene at the current moment.

[0059] The following reference Figure 6 Let's introduce the display style of the thumbnail window.

[0060] Figure 6 A schematic diagram of the thumbnail window provided in an embodiment of this application is shown, such as... Figure 6 As shown, a thumbnail window 410 is displayed in the upper left corner of the graphical user interface 10. The thumbnail window 410 displays the first virtual component 420 in the global view. Outside the thumbnail window 410, the bottom window (main window) also displays the first virtual component 430 in the second editing mode. The first virtual component 420 and the first virtual component 430 are the same virtual component. The difference between the two is that they are viewed from different camera perspectives and displayed in the corresponding windows.

[0061] The global view refers to the preset camera view. The global view is used to observe the game editing scene from a global perspective. Users can adjust the size of the global view by adjusting the view of the thumbnail window, thereby enlarging or reducing the display ratio of the game editing scene in the thumbnail window.

[0062] To facilitate quick switching between editing modes, a function control is provided on the graphical user interface, which can be triggered to exit the second editing mode.

[0063] For example: In response to a mode confirmation operation, the system enters a second editing mode, providing a function control on the graphical user interface (GUI) for exiting the second editing mode. In response to a trigger operation on the function control, the system exits the second editing mode, removes the distance indicator on the GUI, and changes the movement scale from the second movement scale to the first movement scale. Simultaneously, upon exiting the second editing mode, the camera view is restored to the default camera view to reduce the display scale of the game editing scene in the GUI.

[0064] In step S103, the position of the first virtual component in the game editing scene is adjusted according to the target editing method.

[0065] In one scenario, the target editing mode is the first editing mode. When adjusting the position of the first virtual component in the game editing scene, a first operation prompt is provided in the graphical user interface to instruct the user to perform a placement confirmation operation. In response to the placement confirmation operation, the first virtual component is automatically placed at the target position indicated by the recommended position marker. This eliminates the need for the user to manually drag and drop the first virtual component to the target position, reducing the tediousness of adjusting the position of virtual items and improving human-computer interaction efficiency.

[0066] The first operation prompt may be presented in the form of text in the graphical user interface, such as displaying "Please press the screen firmly to place the item at the indicated location" in the graphical user interface, or it may be presented in the form of an icon in the graphical user interface. This application does not limit the presentation form of the first operation prompt.

[0067] The placement confirmation operation refers to a touch operation that meets a second touch condition. The placement confirmation operation is used to automatically place the first virtual component at the target location. The second touch condition includes, but is not limited to, at least one of the following: touch pressure greater than a second set pressure threshold, and touch area greater than a second set area threshold. The placement confirmation operation can be a continuous operation following a position editing operation. For example, if the finger does not leave the phone screen and continues to perform a touch operation while the position editing operation meets the second touch condition, then a placement confirmation operation is detected. Alternatively, the placement confirmation operation can be a re-applied touch operation to the phone screen after the position editing operation has ended, and if the re-applied touch operation meets the second touch condition, then a placement confirmation operation is detected.

[0068] In one example, if a placement confirmation operation is detected, it means that the user expects the first virtual component to be automatically placed at the target location. In this case, there is no need to continue displaying the recommended location indicator. The following steps can be performed: In response to the placement confirmation operation, the recommended location indicator is removed from the game editing scene.

[0069] In another scenario, the target editing method is the second editing method. When adjusting the placement of the first virtual component in the game editing scene, in response to the position adjustment operation, the placement of the first virtual component in the game editing scene is adjusted according to the second movement scale.

[0070] Among them, the position adjustment operation can refer to the sliding operation. The position adjustment operation can be the user's sliding operation applied to the mobile phone screen again after the position editing operation is completed. The first virtual component will move in the game editing scene following the movement trajectory of the position adjustment operation. At this time, the first virtual component will move according to the second movement scale following the movement trajectory of the position adjustment operation. In the second editing mode, not only is the display ratio of the first virtual component in the game editing scene enlarged, but the movement distance of the first virtual component can also be adjusted more precisely through the second movement scale, which improves the position adjustment accuracy of virtual items and the efficiency of human-computer interaction, and avoids the problem of back-and-forth movement.

[0071] In one feasible embodiment of this application, in addition to adjusting the positional attributes of the first virtual component, other attributes of the first virtual component can also be adjusted, including but not limited to: geometric attributes, visual attributes, and the number of components.

[0072] The following reference Figure 7 The process of adjusting other properties of the first virtual component is described.

[0073] Figure 7 A flowchart illustrating the editing steps of the virtual component provided in the embodiments of this application is shown, such as... Figure 7 As shown, the editing steps for virtual components include: Step S501: In response to the edit trigger operation for the first virtual component, enter the component editing mode and provide component edge markers in the game editing scene.

[0074] Edit triggering operations refer to operations used to trigger component editing mode. Edit triggering operations can be operations triggered on item editing controls. For example, selecting the first virtual component and then clicking the item editing control, or clicking the item editing control and then selecting the first virtual component, will enter the component editing mode for the first virtual component.

[0075] The following reference Figure 8 Let's introduce the display style of the component edge markers.

[0076] Figure 8 A schematic diagram of the component edge markings provided in an embodiment of this application is shown, such as... Figure 8As shown, the graphical user interface 10 displays a first virtual component 610 in component editing mode, a component edge marker 620, and a mode exit control 630. After entering component editing mode, the component edge marker 620 is displayed around the first virtual component 610. The component edge refers to the area between the outer contour of the first virtual component 610 and the component edge marker 620. The component edge marker 620 can be presented in the game editing scene in the form of particle effects or as an icon. This application does not limit the presentation form of the component edge marker 620.

[0077] When a user wishes to exit the component editing mode, they can click the mode exit control 630 to exit the component editing mode. At this time, the component edge marker 620 and the mode exit control 630 will no longer be displayed in the graphical user interface 10.

[0078] Step S502: In response to the attribute editing operation for the first virtual component, determine the touch parameters of the attribute editing operation.

[0079] The property editing operation is used to edit the properties of the first virtual component. The property editing operation includes, but is not limited to: single-finger swipe operation and two-finger swipe operation.

[0080] The touch parameters for attribute editing operations include the relative positional relationship between the touch position and the component edge area, the number of touch points, and the movement direction. The number of touch points can be one or two. When there are two touch points, the movement direction includes the two touch points moving relatively close to each other or moving relatively far apart.

[0081] During the execution of the attribute editing operation, the touch parameters of the attribute editing operation are continuously detected to determine the relative positional relationship between the touch position and the component edge marker, the number of touch points, and the direction of movement.

[0082] Step S503: Determine the target component attribute to be edited by the attribute editing operation based on the relative positional relationship and the number of touch points.

[0083] In the first case, if there is only one touch point and the touch position is outside the edge area of ​​the component, then the number of components is determined as the target component property.

[0084] In the second scenario, if there are two touch points and the relative positions of the two touch points to the component edge area are the same, then the geometric attribute is determined as the target component attribute. The "relative positions of the two touch points to the component edge area are the same" includes any one of the following: both touch points are on the component edge area, or both touch points are inside the component edge area. Specifically, both touch points being inside the component edge area is equivalent to both touch points being on the first virtual component.

[0085] In the third case, if there are two touch points and the relative positions of the two touch points to the component edge area are different, then the visual attribute is determined as the target component attribute.

[0086] The different relative positions of the two touch points to the component edge area include any one of the following: the touch points are located on the component edge area and inside the component edge area, respectively; the touch points are located on the component edge area and outside the component edge area, respectively; the touch points are located inside the component edge area and outside the component edge area, respectively.

[0087] Step S504: Edit the target component attributes of the first virtual component based on the movement direction.

[0088] In one scenario, the target component's attribute is a geometric attribute or a visual attribute. When editing the component attribute of the first virtual component, if the movement directions between the two touch points in the attribute editing operation are relatively close, the value of the component attribute is decreased; if the movement directions between the two touch points in the attribute editing operation are relatively far apart, the value of the component attribute is increased.

[0089] For example, geometric attributes include size and number of sides, while visual attributes include transparency, color saturation, and stroke thickness.

[0090] If the touch positions of both touch points are on the edge area of ​​the component, the number of sides of the first virtual component is reduced when the movement directions between the two touch points are relatively close, and the number of sides of the first virtual component is increased when the movement directions between the two touch points are relatively far apart.

[0091] If the touch positions of both touch points are inside the component edge area (on the first virtual component), the size of the first virtual component is reduced when the movement directions between the two touch points are relatively close, and the size of the first virtual component is increased when the movement directions between the two touch points are relatively far apart.

[0092] If one touch point is located on the edge of the component and the other touch point is located inside the edge of the component (i.e., on the first virtual component), then when the two touch points are moving relatively close to each other, the stroke width of the first virtual component is reduced; when the two touch points are moving relatively far apart, the stroke width of the first virtual component is increased.

[0093] If one touch point is located on the edge of the component and the other touch point is located outside the edge of the component, the color saturation of the first virtual component is reduced when the two touch points are relatively close in the direction of movement; and the color saturation of the first virtual component is increased when the two touch points are relatively far apart in the direction of movement.

[0094] If one touch point is located inside the component's edge area (on the first virtual object), and the other touch point is located outside the component's edge area, then when the two touch points move relatively close together, the transparency of the first virtual component is reduced; when the two touch points move relatively far apart, the transparency of the first virtual component is increased.

[0095] In another scenario, the target component attribute is the number of components, and the attribute editing operation includes dragging operations. When editing the component attributes of the first virtual component, during the dragging process of the attribute editing operation, for every preset distance the attribute editing operation moves, a first virtual component is generated at the position indicated by the attribute editing operation in the game editing scene. That is, the first virtual component with equal spacing is continuously copied along the movement trajectory of the attribute editing operation as the attribute editing operation moves.

[0096] Additionally, when a user wants to adjust the spacing between multiple first virtual components, in the component editing mode for the first virtual components, in response to the spacing adjustment operation, the spacing between multiple first virtual components is adjusted simultaneously based on the relative movement direction between the two touch points in the spacing adjustment operation.

[0097] For example, in the component editing mode for the first virtual component, the spacing adjustment operation is a two-finger touch operation in the component editing mode. The user's index finger and thumb press on the screen at the same time. If the two fingers pinch each other (relatively close), the spacing between multiple first virtual components is shortened; if the two fingers spread apart (relatively far apart), the spacing between multiple first virtual components is increased.

[0098] In this way, when editing the first virtual component, the properties of different components can be adjusted with simple operations, which not only increases the efficiency of editing component properties, but also improves the efficiency of human-computer interaction.

[0099] Based on the same inventive concept, this application also provides a virtual component control device in a game corresponding to the virtual component control method in the game. Since the principle of the device in this application is similar to the virtual component control method in the game described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0100] Please see Figure 9 , Figure 9 This is a schematic diagram of the structure of a virtual component control device in a game, provided as an embodiment of this application. Figure 9 As shown, a graphical user interface is provided through a terminal device, displaying a game editing scene. The game editing scene includes an editable first virtual component, and the virtual component control device 700 in the game includes: The movement control module 701 is used to receive a position editing operation for the first virtual component, wherein the position editing operation is used to control and change the position of the first virtual component in the game editing scene; The method determination module 702 is used to determine the operation parameters corresponding to the position editing operation, and to determine the target editing method corresponding to the operation parameters from the preset editing methods for the first virtual component. The preset editing methods include at least: a first editing method for large-range displacement of the first virtual component and a second editing method for fine-tuning the position of the first virtual component. The position adjustment module 703 is used to control and adjust the position of the first virtual component in the game editing scene according to the target editing method.

[0101] In one feasible embodiment of this application, the virtual component control device 700 in the game further includes a movement control submodule, which is used to: after receiving a position editing operation for the first virtual component, in response to the position editing operation, control the first virtual component to move in the game editing scene according to a first movement scale.

[0102] In one feasible embodiment of this application, the mode determination module 702 includes a first editing mode determination module and a second editing mode determination module. The first editing mode determination module is used to: determine the first editing mode as the target editing mode when the operation parameters meet the first parameter condition, and provide a recommended position identifier in the game editing scene to indicate the target position after a large-scale movement; the second editing mode determination module is used to: determine the second editing mode as the target editing mode in response to the mode confirmation operation when the operation parameters meet the second parameter condition, enlarge the display of the game editing scene in the graphical user interface, and provide a distance identifier at the second movement scale in the graphical user interface.

[0103] In one feasible embodiment of this application, the target editing mode is a first editing mode, and the position adjustment module 703 is specifically used to: provide a first operation prompt in the graphical user interface to instruct the user to perform a placement confirmation operation; and in response to the placement confirmation operation, place the first virtual component at the target position indicated by the recommended position identifier.

[0104] In one feasible embodiment of this application, the position adjustment module 703 is further configured to: in response to the placement confirmation operation, cancel the provision of recommended position identifier in the game editing scene.

[0105] In one feasible embodiment of this application, the target position is determined based on the movement direction of the position editing operation and the auxiliary extension line of the recommended alignment second virtual component.

[0106] In one feasible embodiment of this application, the target editing mode is the second editing mode, and the position adjustment module 703 is specifically used to: in response to the position adjustment operation, adjust the position of the first virtual component in the game editing scene according to the second movement scale.

[0107] In one feasible embodiment of this application, the first movement scale is smaller than the second movement scale, and the different movement scales are used to characterize the different ratios between the movement distance of the position editing operation and the movement distance of the first virtual component in the game editing scene.

[0108] In one feasible embodiment of this application, the second editing mode determination module is further configured to: in response to the mode confirmation operation, provide a thumbnail window in the graphical user interface, the thumbnail window being used to display the game editing scene from a global perspective.

[0109] In one feasible embodiment of this application, the second editing mode determination module is further configured to: in response to a mode confirmation operation, provide a function control on the graphical user interface for exiting the second editing mode; in response to a trigger operation on the function control, exit the second editing mode, and cancel the distance marker on the graphical user interface, changing the movement scale from the second movement scale to the first movement scale.

[0110] In one feasible embodiment of this application, the operation parameters include the movement speed and the number of reciprocating movements of the movement trajectory of the position editing operation. The first parameter condition includes the movement speed being greater than a first set speed threshold, and the second parameter condition includes at least one of the following: the movement speed is less than or equal to a second set speed threshold, and the number of reciprocating movements is greater than a set number threshold.

[0111] In one feasible embodiment of this application, the virtual component control device 700 in the game further includes an operation prompt module, which is used to: provide a second operation prompt in the graphical user interface when the operation parameters meet the second parameter conditions, so as to instruct the user to confirm the operation.

[0112] In one feasible embodiment of this application, the virtual component control device 700 in the game further includes an edge identifier providing module, a touch parameter determining module, a target component attribute determining module, and an attribute editing module. The edge identifier providing module is used to: enter a component editing mode in response to an editing trigger operation for the first virtual component, and provide a component edge identifier in the game editing scene. The component edge identifier is used to indicate the component edge area. The touch parameter determining module is used to: determine the touch parameters of the attribute editing operation in response to an attribute editing operation for the first virtual component. The touch parameters include the relative positional relationship between the touch position and the component edge area, the number of touch points, and the movement direction. The target component attribute determining module is used to: determine the target component attribute to be edited by the attribute editing operation based on the relative positional relationship and the number of touch points. The attribute editing module is used to: edit the target component attribute of the first virtual component based on the movement direction.

[0113] In one feasible embodiment of this application, the target component attribute determination module is specifically used for: if the number of touch points is one and the touch position is outside the component edge area, then the number of components is determined as the target component attribute; if the number of touch points is two and the relative positional relationship between the touch positions of the two touch points and the component edge area is the same, then the geometric attribute is determined as the target component attribute; if the number of touch points is two and the relative positional relationship between the touch positions of the two touch points and the component edge area is different, then the visual attribute is determined as the target component attribute.

[0114] In one feasible embodiment of this application, the target component attribute is a geometric attribute or a visual attribute. The attribute editing module is specifically used to: reduce the value of the target component attribute if the movement directions between the two touch points in the attribute editing operation are relatively close; and increase the value of the target component attribute if the movement directions between the two touch points in the attribute editing operation are relatively far apart.

[0115] In one feasible embodiment of this application, the target component attribute is the number of components, the attribute editing operation includes a drag operation, and the attribute editing module is further specifically used to: during the drag process of the attribute editing operation, for every preset distance the attribute editing operation moves, a first virtual component is generated in the game editing scene.

[0116] In one feasible embodiment of this application, the virtual component control device 700 in the game further includes a spacing adjustment module, which is used to: in response to a spacing adjustment operation, adjust the spacing between multiple first virtual components simultaneously based on the relative movement direction between two touch points in the spacing adjustment operation.

[0117] The virtual component control device in the game provided in this application embodiment can identify the user's purpose based on operation parameters, thereby determining the corresponding target editing method, and then accurately adjusting the placement position of the first virtual component through the determined target editing method. This improves the accuracy of virtual component position adjustment and human-computer interaction efficiency, and solves the problems of cumbersome operation process and low human-computer interaction efficiency when accurately adjusting the position of virtual components.

[0118] Please see Figure 10 , Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 10 As shown, the electronic device 800 includes a processor 810, a memory 820, and a bus 830.

[0119] The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device 800 is running, the processor 810 and the memory 820 communicate via the bus 830. When the machine-readable instructions are executed by the processor 810, they can perform the operations described above. Figure 1 The steps of the virtual component control method in the game shown in the embodiment are implemented as follows: A graphical user interface (GUI) is provided through a terminal device, displaying a game editing scene. The game editing scene includes an editable first virtual component. The device receives position editing operations on the first virtual component, which control and change the component's position within the game editing scene. Operation parameters corresponding to the position editing operations are determined, and a target editing method corresponding to the operation parameters is determined from preset editing methods for the first virtual component. The preset editing methods include at least: a first editing method that performs a large-scale displacement of the first virtual component and a second editing method that performs fine-tuning of the first virtual component's position. The component's position within the game editing scene is controlled and adjusted according to the target editing method.

[0120] The electronic device provided in this application embodiment can identify the user's purpose based on operation parameters, thereby determining the corresponding target editing method, and then accurately adjusting the placement position of the first virtual component through the determined target editing method. This improves the accuracy of virtual component position adjustment and human-computer interaction efficiency, and solves the problems of cumbersome operation process and low human-computer interaction efficiency when accurately adjusting the position of virtual components.

[0121] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The steps of the virtual component control method in the game shown in the embodiment are implemented as follows: A graphical user interface (GUI) is provided through a terminal device, displaying a game editing scene. The game editing scene includes an editable first virtual component. The device receives position editing operations on the first virtual component, which control and change the component's position within the game editing scene. Operation parameters corresponding to the position editing operations are determined, and a target editing method corresponding to the operation parameters is determined from preset editing methods for the first virtual component. The preset editing methods include at least: a first editing method that performs a large-scale displacement of the first virtual component and a second editing method that performs fine-tuning of the first virtual component's position. The component's position within the game editing scene is controlled and adjusted according to the target editing method.

[0122] The computer-readable storage medium provided in this application embodiment can identify the user's purpose based on operation parameters, thereby determining the corresponding target editing method, and then accurately adjusting the placement position of the first virtual component through the determined target editing method. This improves the accuracy of virtual component position adjustment and human-computer interaction efficiency, and solves the problems of cumbersome operation process and low human-computer interaction efficiency when accurately adjusting the position of virtual components.

[0123] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0124] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0125] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0126] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0127] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0128] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for controlling virtual components in a game, characterized in that, A graphical user interface is provided through a terminal device, in which a game editing scene is displayed. The game editing scene includes an editable first virtual component, comprising: Receive a position editing operation for the first virtual component, wherein the position editing operation is used to control and change the component position of the first virtual component in the game editing scene; Determine the operation parameters corresponding to the position editing operation, and determine the target editing method corresponding to the operation parameters from the preset editing methods for the first virtual component. The preset editing methods include at least: a first editing method for large-range displacement of the first virtual component and a second editing method for fine-tuning the position of the first virtual component. According to the target editing method, control and adjust the component position of the first virtual component in the game editing scene.

2. The method according to claim 1, characterized in that, After receiving the position editing operation for the first virtual component, the method further includes: In response to the position editing operation, the first virtual component is controlled to move within the game editing scene according to a first movement scale.

3. The method according to claim 1, characterized in that, The step of determining the target editing method corresponding to the operation parameters from the preset editing methods for the first virtual component includes: When the operation parameters meet the first parameter condition, the first editing method is determined as the target editing method, and a recommended position identifier is provided in the game editing scene to indicate the target position after a large-scale movement; When the operation parameters meet the second parameter condition, in response to the mode confirmation operation, the second editing mode is determined as the target editing mode, the game editing scene is enlarged and displayed in the graphical user interface, and a distance indicator under the second movement scale is provided on the graphical user interface.

4. The method according to claim 3, characterized in that, The target editing method is a first editing method, and the step of controlling and adjusting the component position of the first virtual component in the game editing scene according to the target editing method includes: The graphical user interface provides a first operation prompt to instruct the user to perform a placement confirmation operation; In response to the placement confirmation operation, the first virtual component is placed at the target location indicated by the recommended location identifier.

5. The method according to claim 4, characterized in that, The method further includes: In response to the placement confirmation operation, the recommended location identifier is removed from the game editing scene.

6. The method according to claim 4, characterized in that, The target position is determined based on the movement direction of the position editing operation and the auxiliary extension line of the recommended alignment second virtual component.

7. The method according to claim 3, characterized in that, The target editing method is the second editing method. The step of controlling and adjusting the component position of the first virtual component in the game editing scene according to the target editing method includes: In response to the position adjustment operation, the component position of the first virtual component in the game editing scene is adjusted according to the second movement scale.

8. The method according to claim 7, characterized in that, The first movement scale is smaller than the second movement scale, and different movement scales are used to characterize the different ratios between the movement distance of the position editing operation and the movement distance of the first virtual component in the game editing scene.

9. The method according to claim 3, characterized in that, The method further includes: In response to the confirmation operation, a thumbnail window is provided in the graphical user interface to display the game editing scene from a global perspective.

10. The method according to claim 9, characterized in that, The method further includes: In response to the confirmation operation, a function control for exiting the second editing mode is provided on the graphical user interface; In response to a trigger operation on the function control, exit the second editing mode, cancel the distance indicator on the graphical user interface, and change the movement scale from the second movement scale to the first movement scale.

11. The method according to claim 3, characterized in that, The operation parameters include the movement speed and the number of back-and-forth movements of the movement trajectory of the position editing operation. The first parameter condition includes the movement speed being greater than a first set speed threshold. The second parameter condition includes at least one of the following: the movement speed being less than or equal to a second set speed threshold, and the number of back-and-forth movements being greater than a set number threshold.

12. The method according to claim 3, characterized in that, The method further includes: When the operation parameters meet the second parameter condition, a second operation prompt is provided in the graphical user interface to instruct the user to perform the confirmation operation in the manner described above.

13. The method according to claim 1, characterized in that, The method further includes: In response to an edit trigger operation on the first virtual component, the system enters a component editing mode and provides a component edge marker in the game editing scene. The component edge marker is used to indicate the component edge area. In response to an attribute editing operation on the first virtual component, touch parameters for the attribute editing operation are determined, including the relative positional relationship between the touch position and the component edge identifier, the number of touch points, and the direction of movement; Based on the relative positional relationship and the number of touch points, determine the target component attribute to be edited by the attribute editing operation; Based on the direction of movement, the target component attributes of the first virtual component are edited.

14. The method according to claim 13, characterized in that, The step of determining the target component attribute to be edited by the attribute editing operation based on the relative positional relationship and the number of touch points includes: If the number of touch points is one and the touch position is outside the edge area of ​​the component, then the number of components is determined as the target component attribute; If there are two touch points and the relative position of the two touch points to the edge area of ​​the component is the same, then the geometric attribute is determined as the target component attribute; If there are two touch points and the relative positions of the two touch points to the edge area of ​​the component are different, then the visual attribute is determined as the target component attribute.

15. The method according to claim 14, characterized in that, The target component attributes are geometric or visual attributes, and the target component attributes of the first virtual component can be edited in the following ways: If the movement directions between the two touch points in the attribute editing operation are relatively close, then the value of the target component attribute is reduced; If the movement directions of the two touch points in the attribute editing operation are relatively far apart, then the value of the target component attribute is increased.

16. The method according to claim 14, characterized in that, The target component attribute is the number of components, and the attribute editing operation includes a drag operation. The target component attribute of the first virtual component can be edited in the following ways: During the dragging process of the attribute editing operation, a first virtual component is generated in the game editing scene every time the attribute editing operation moves a preset distance.

17. The method according to claim 16, characterized in that, The method further includes: In response to the spacing adjustment operation, the spacing between multiple first virtual components is adjusted simultaneously based on the relative movement direction between the two touch points during the spacing adjustment operation.

18. A virtual component control device for a game, characterized in that, A graphical user interface is provided through a terminal device, in which a game editing scene is displayed. The game editing scene includes an editable first virtual component, comprising: A movement control module is configured to receive a position editing operation for the first virtual component, wherein the position editing operation is used to control and change the component position of the first virtual component in the game editing scene; The method determination module is used to determine the operation parameters corresponding to the position editing operation, and to determine the target editing method corresponding to the operation parameters from the preset editing methods for the first virtual component. The preset editing methods include at least: a first editing method for large-range displacement of the first virtual component and a second editing method for fine-tuning the position. The position adjustment module is used to control and adjust the position of the first virtual component in the game editing scene according to the target editing method.

19. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual component control method in a game as claimed in any one of claims 1 to 17.

20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the virtual component control method in a game as described in any one of claims 1 to 17.