Terrain component editing method and device, equipment, medium and program product
By displaying the correspondence between the selected interactive area and the terrain component area on the game interface, responding to the user's selection operation and triggering the target control to adjust the height, the problem of high control difficulty under the traditional long press method is solved, and precise control of game terrain height and more convenient operation are achieved.
Patent Information
- Application Number
- CN202511483527.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-10-16
- Publication Date
- 2026-02-24
AI Technical Summary
In existing technologies, users find it difficult to accurately control the height of game terrain, and the traditional long-press method results in high control difficulty and poor user experience.
By displaying the correspondence between the selected interactive area and the terrain component area on the game interface, the target area is determined in response to the user's selection operation, and the height is adjusted by triggering the target control. The height is controlled by combining the grid interactive area and the movable control.
It enables precise control over the height of the game terrain, reduces the difficulty of operation, and improves user experience and satisfaction.
Smart Images

Figure CN121550684A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and specifically to methods, apparatus, devices, media, and program products for editing terrain components. Background Technology
[0002] In the field of game technology, UGC (User Generated Content) refers to game content created by users rather than professional developers, which may include, but is not limited to, custom maps, custom levels, and custom skins. Among these, custom maps are a widely used type of UGC, often providing terrain component editing functionality. When editing terrain components, users frequently need to adjust the terrain height in the game map. In traditional interaction methods, users control the terrain protrusion by long-pressing, and the height of the protrusion is proportional to the duration of the long press. However, this long-press method makes it difficult to achieve precise control over the terrain height, resulting in high control difficulty and a poor user experience. Summary of the Invention
[0003] In view of this, this disclosure provides a method, apparatus, device, medium, and program product for editing terrain components to solve the problem of difficulty in accurately controlling the height of game terrain in related technologies.
[0004] In a first aspect, this disclosure provides a method for editing a terrain component, the method comprising: The game interface displays the terrain component area to be edited and the selection interaction area, and there is a corresponding relationship between the selection interaction area and the terrain component area; The response is to a first selection operation for a selected interactive area, and the first selected interactive area is determined based on the first selection operation. The selected interactive area includes the first selected interactive area. The first target region in the terrain component region is determined based on the first selected interactive region; In response to a trigger operation on the first target control, control the height information of the first target area.
[0005] Secondly, this disclosure provides an editing apparatus for terrain components, the apparatus comprising: The display module is used to display the terrain component area to be edited and the selection interaction area on the game interface. There is a corresponding relationship between the selection interaction area and the terrain component area. The selected module is used to respond to the first selection operation for the selected interactive area, and the first selected interactive area is determined based on the first selection operation. The selected interactive area includes the first selected interactive area. The determination module is used to determine the first target region in the terrain component region based on the first selected interaction region; The control module is used to respond to trigger operations on the first target control and control the height information of the first target area.
[0006] Thirdly, this disclosure provides an electronic device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the terrain component editing method of the first aspect or any corresponding embodiment described above.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer instructions for causing a computer to perform the terrain component editing method of the first aspect or any corresponding embodiment described above.
[0008] Fifthly, this disclosure provides a computer program product, including computer instructions for causing a computer to execute a method for editing a terrain component according to the first aspect or any corresponding embodiment described above.
[0009] The terrain component editing method provided in this embodiment determines a first target area within the terrain component area corresponding to the first selected interactive area by selecting a first selected interactive area, and adjusts the height of the first target area according to the user's action of triggering the first target control. Compared with the high control difficulty of controlling the height of game terrain by long-pressing in traditional interaction methods, this embodiment combines the selection of the interactive area and the triggering of the first target control, which significantly reduces the difficulty of controlling the height of game terrain compared to long-pressing the terrain component area, and can achieve precise control of the height of game terrain; this embodiment is more convenient to operate, has a better user experience, and higher user satisfaction. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this disclosure, the accompanying drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the accompanying drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 This is a schematic diagram of a game system according to an embodiment of the present disclosure; Figure 2 This is a schematic flowchart of a first method for editing a terrain component according to an embodiment of the present disclosure; Figure 3 This is a first schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 4 This is a second schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 5 This is a third schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 6 This is a fourth schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 7 This is a fifth schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 8 This is a sixth schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 9 This is a seventh schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 10 This is a second flowchart illustrating a method for editing terrain components according to an embodiment of the present disclosure; Figure 11 This is a schematic diagram of a third method for editing terrain components according to an embodiment of the present disclosure; Figure 12 This is an eighth schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 13 This is a ninth schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 14 This is a tenth schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 15 This is an eleventh schematic diagram of a game terrain height editing interface according to an embodiment of the present disclosure; Figure 16 This is a structural block diagram of a terrain component editing apparatus according to an embodiment of the present disclosure; Figure 17 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of the present disclosure. Detailed Implementation
[0012] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0013] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.
[0014] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this disclosure, "a plurality of" means two or more, unless otherwise expressly specified.
[0015] User-generated content (UGC) games allow players and other users, rather than professional developers, to create game content. This content includes, but is not limited to, custom maps, custom levels, custom character skins, and custom game mods (modules). Taking custom maps as an example, UGC games often offer terrain component editing functions, allowing players to edit terrain of different shapes; terrain height editing is a crucial part of this process. Currently, players can make the clicked area protrude by clicking, for example, clicking on a terrain area makes the grid area protrude; the longer the click or press is held, the higher the terrain protrudes, thus shaping a specific game terrain. However, this method of editing game terrain height is not precise, especially when the height is determined by click duration or number of clicks. This makes it difficult for players and other users to operate, resulting in a poor user experience that urgently needs improvement.
[0016] As one optional application scenario of this disclosure embodiment, such as Figure 1 As shown, the game system may include at least one terminal device running a game client and at least one game server 103. Figure 1The example illustrates a game system including a computer 101, a mobile terminal 102, and a game server 103, with terminal devices such as the computer 101 and mobile terminal 102 connected to the game server 103 via a network 110. These terminal devices can be smartphones, tablets, laptops, PDAs, desktop computers, game consoles, smart TVs, smart wearable devices, in-vehicle terminals, VR (Virtual Reality) devices, AR (Augmented Reality) devices, etc. The game server 103 can be a standalone physical server, a server cluster, a distributed system, or a cloud server providing cloud services. The network 110 can be a wired or wireless network, examples of which include, but are not limited to, the Internet, corporate intranets, local area networks, wide area networks, mobile communication networks, and combinations thereof.
[0017] According to an embodiment of this disclosure, an embodiment of a method for editing terrain components is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0018] This embodiment provides a method for editing terrain components, which can be used in the aforementioned terminal device. Figure 2 This is a flowchart of a method for editing a terrain component according to an embodiment of the present disclosure, in conjunction with... Figure 2 As shown, the process includes the following steps: Step S201: Display the terrain component area to be edited and the selection interaction area on the game interface. There is a corresponding relationship between the selection interaction area and the terrain component area.
[0019] Specifically, the terrain component area refers to the area corresponding to the terrain component; the terrain component is a terrain component model. Editing the terrain component involved in the game includes editing the game terrain height. The games involved in this disclosure include games that have the need to edit terrain components, such as UGC games.
[0020] The selection interaction area is an interaction area set at the terrain component to respond to selection operations on a region of the terrain component. In this embodiment, the interaction area can be a region provided by setting an interaction area layer independent of the terrain component. The correspondence between the terrain component region and the selection interaction area indicates that there is at least one of the following relationships: mapping relationship, association relationship, and dependency relationship between the terrain component and the interaction area layer. For example, the terrain component or its region can be divided into a specific interaction layer through the game engine's "layer" system to achieve logical isolation, and the collider of the terrain component or selection interaction area can be assigned to that layer. During ray detection or physical interaction, only the target layer is responded to by specifying a layer mask to avoid accidental interaction with other objects. In other embodiments, the selection interaction area can also be implemented by dividing the terrain component model into sub-mesh. For example, the terrain component model can be divided into multiple sub-mesh (such as tile-style division), and each sub-mesh serves as an independent interaction unit: the terrain component model is divided by mesh (such as 10x10 tiles), and a logical object is created for each tile (which can be visually rendered or non-visually rendered, but only has coordinate ranges). The current interaction point is determined to belong to which tile by coordinate calculation, thereby determining the interaction logic for that region of the terrain component model.
[0021] like Figure 3 As shown, the terrain component 10 to be edited is displayed on the game interface. The area of the terrain component to be edited is the area covered by the terrain component in the game scene, for example, the area corresponding to the upper surface of the terrain component 10.
[0022] like Figure 4 As shown, the interactive area layer 11 is displayed above the terrain component 10, so the selected interactive area is displayed above the terrain component area. In other embodiments, the interactive area layer is the plane containing the upper surface of the terrain component or the two are adjacent.
[0023] like Figure 5 As shown, the interactive area layer 11 is displayed on the terrain component 10, and selecting the interactive area can completely cover the terrain component area.
[0024] Step S202: Respond to the first selection operation for the selected interactive area, determine the first selected interactive area based on the first selection operation, and the selected interactive area includes the first selected interactive area.
[0025] When the terminal device responds to the user's first selection action and determines the first selection interaction area, it simultaneously displays the first target control on the game interface. For example, in response to the user's first selection action, the first target control pops up on the game interface. Optionally, the first target control may always be displayed on the game interface.
[0026] The first selection interaction area is the area selected by the user in the selection interaction area through the first selection operation; the first selection operation can be a touch operation performed by the user on the touch screen of the terminal device, or the user can select part or all of the selection interaction area displayed on the screen of the terminal device through an input device such as a keyboard or mouse, and the part or all of the area is specifically the first selection interaction area in the selection interaction area.
[0027] Step S203: Determine the first target area in the terrain component area based on the first selected interactive area.
[0028] There is a correspondence between the selected interactive area and the terrain component area. In an optional implementation, this correspondence is a mapping relationship. After the terminal device determines the first selected interactive area, it can determine the first target area in the terrain component area corresponding to the first selected interactive area based on the mapping relationship between the selected interactive area and the terrain component area.
[0029] Step S204: Respond to the trigger operation for the first target control and control the height information of the first target area.
[0030] The first target control is a virtual control that can be triggered by the user. This virtual control can be displayed when editing terrain components or can always be displayed on the game interface.
[0031] The user can trigger the first target control through input devices such as touch devices, mice, or keyboards. The methods of controlling the first target control include: clicking the first target control and / or dragging the first target control to slide, thereby adjusting the height of the first target area.
[0032] The terrain component editing method provided in this embodiment is based on the terrain component area to be edited and the selection interaction area displayed on the game interface. By selecting a first selection interaction area within the selection interaction area, a first target area within the terrain component area corresponding to the first selection interaction area is determined. The height of the first target area is adjusted according to the user's action of triggering the first target control. Compared with the high control difficulty of controlling the height of the game terrain by long-pressing in traditional interaction methods, this embodiment, by combining the selection interaction area and the triggering method of the first target control, significantly reduces the difficulty of controlling the height of the game terrain compared to long-pressing the terrain component area. It can achieve precise control of the height of the game terrain and has outstanding advantages such as more convenient operation, better user experience, and higher user satisfaction.
[0033] In some alternative implementations, the interaction area is selected as a grid interaction area composed of multiple sub-interaction areas, each sub-interaction area corresponding to a portion of the terrain component area.
[0034] In step S202, responding to a first selection operation for a selected interactive area includes: responding to a first selection operation for at least one of a plurality of sub-interactive areas.
[0035] In this embodiment, the selected interactive area is a grid interactive area, specifically including multiple grid-shaped sub-interactive areas.
[0036] Specifically, the first selection interaction area includes at least one grid-shaped sub-interaction area. The user can select at least one sub-interaction area as the first selection interaction area. When the first selection interaction area includes multiple sub-interaction areas, the multiple grid-shaped sub-interaction areas may be adjacent or not adjacent.
[0037] like Figure 6 As shown, and can be combined Figure 4 and Figure 5 The interactive selection area illustrated in this embodiment may include 16 grid-shaped sub-interactive areas.
[0038] like Figure 7 As shown, and can be combined Figure 8 and Figure 9 In response to a user's selection of one of the four grid-shaped sub-interaction areas in the first selection interaction area 20 at the center of the selection interaction area, a first target control is displayed on the game interface.
[0039] In this embodiment of the disclosure, the display color of the first target control can be controlled to be the same as the display color of the first selection interaction area, thereby highlighting the correspondence between the first target control and the first selection interaction area.
[0040] Based on the selection interaction area composed of multiple grid-shaped sub-interaction areas, this embodiment provides users with the function of accurately selecting and determining the terrain component area to be height adjusted. This makes it easier for users to accurately lock the terrain component area that needs to be height edited, thereby significantly improving the accuracy and precision of terrain component height editing. Compared with conventional solutions, it can reduce the number of times users need to edit and modify, improve the efficiency of terrain component height editing, and enhance user experience and satisfaction.
[0041] In some alternative implementations, the first target control includes a first control, which includes a first button and a second button.
[0042] like Figure 3 As shown, and in combination Figure 4 and Figure 5The first control 100 can always be displayed on the game interface; wherein, the display style of the first button included in the first control 100 can be an up arrow, the display style of the second button included in the first control 100 can be a down arrow, or, the display style of the first button included in the first control can be "+", and the display style of the second button included in the first control can be "-".
[0043] In this embodiment, responding to a trigger operation on the first target control and controlling the height information of the first target area includes: responding to a trigger operation on the first button and controlling the height of the first target area to increase; and / or responding to a trigger operation on the second button and controlling the height of the first target area to decrease.
[0044] Taking the first button and the second button in the first control 100 as having an up arrow and a down arrow respectively, the up arrow can be used to control the height of the first target area to increase the target height after being clicked by the user, and the down arrow can be used to control the height of the first target area to decrease the target height after being clicked by the user.
[0045] The terrain component editing method provided in this embodiment can reuse existing adjustable controls on the game interface to adjust the height of the terrain component. This method can improve the utilization rate of controls, help reduce the number of controls used on the game interface, and improve the user experience.
[0046] In some alternative implementations, the first target control includes a second control.
[0047] In step S204, responding to a trigger operation for the first target control and controlling the height information of the first target area includes: responding to a movement operation for the second control and controlling the height of the first target area to increase or decrease; the trigger operation includes a movement operation, which may be a drag operation.
[0048] For example, when the first target control is moved along a specified direction, the height of the first target area will increase as the distance moved increases. If the first target control is moved in the opposite direction of the specified direction, the height of the first target area will decrease as the distance moved increases.
[0049] like Figure 6 As shown, and can be combined Figure 7Taking a touch device on a terminal device as an example, the screen of the terminal device can be a touchscreen. For the terrain component 10 to be height-edited, the user's finger 21 can select a first selection interaction area 20 on the interaction area layer 11. This first selection interaction area 20 may include, for example, four grid-shaped sub-interaction areas. At this time, a second control 30 is displayed in the blank area such as the lower right area of the screen. In this embodiment, the second control 30 is displayed as a slider, that is, a sliderable icon, for example... Figure 7 The triangular slider shown allows the user's finger 21 to drag the second control 30 and move it in a specified direction, thereby controlling the increase of the terrain component 10's height. When it is necessary to exit the editing of the game's terrain height, the user can end the editing by clicking the settings displayed on the screen to complete the generation of terrain controls.
[0050] The terrain component editing method provided in this embodiment allows users to determine the first target area in the terrain component area by selecting the first interactive area in the selection interactive area. During this process, a second control pops up on the game interface, allowing users to adjust the height of the first target area by sliding the second control. Compared to the difficulty of controlling the height of the game terrain by long-pressing, this embodiment provides users with a brand-new way to control the height of the game terrain through a separately set movable second control. Users can accurately control the height of the game terrain, and the operation is more convenient, resulting in a very good user experience.
[0051] In some optional implementations, the method for editing the terrain component further includes: displaying a first movement progress bar indicator on the game interface, the first movement progress bar indicator being set to correspond with a second control, the first movement progress bar indicator being used to indicate the movable range of the second control. In some optional implementations, responding to a movement operation on the second control includes: responding to a movement operation on the second control in a direction extending along the first movement progress bar indicator.
[0052] The corresponding setting of the first progress bar identifier and the second control may include: the second control being set next to the first progress bar identifier or the second control being set above the first progress bar identifier.
[0053] In this embodiment, the first movement progress bar icon can be displayed along with the second control or can always be displayed on the game interface. The first movement progress bar icon is a progress bar-shaped icon, that is, a progress bar UI.
[0054] like Figure 7 As shown, and can be combined Figure 8 and Figure 9The first movement progress bar indicator 40 can be a vertically positioned bar icon located on the right side of the terrain component 10. In response to the user's first selection of the interactive area, the terminal device displays the second control 30 on the game interface. In its initial state, the second control 30 is located to the lower side of the first movement progress bar indicator 40, and the furthest position the second control 30 can be moved is by default to the upper side of the first movement progress bar indicator 40. Optionally, multiple scales can be provided on the first movement progress bar indicator 40, and the minimum distance the second control 30 can move can be the distance between two adjacent scales. This method helps improve the stability of terrain height control and facilitates user operation.
[0055] Taking the example that the first progress bar indicator can be displayed together with the second control, the second control can be located at one end of the first progress bar indicator when it is displayed. When the user operates the second control, the second control can be controlled to slide from one end of the first progress bar indicator to the other end of the first progress bar indicator.
[0056] like Figure 7 As shown, and can be combined Figure 8 and Figure 9 The direction in which the first movement progress bar indicator 40 extends refers to the direction of its axial direction, such as the up-down direction shown in the figure. After the second control 30 is displayed, it can be located to the side of the lower end of the first movement progress bar indicator 40 by default. As the user drags the second control 30 upwards, the height of the first target area increases accordingly. If the second control 30 is located in the middle or upper part of the first movement progress bar indicator 40, the user drags the second control 30 downwards, and the height of the first target area decreases accordingly. Optionally, when the second control 30 is located to the side of the lower end of the first movement progress bar indicator 40, it indicates the lowest position that the second control 30 can move to, and the height of the first target area can be zero by default. When the second control 30 is located to the side of the upper end of the first movement progress bar indicator 40, it indicates the highest position that the second control 30 can move to, and the height of the first target area can be the maximum by default. The maximum height in this embodiment depends on the relevant rules in the game. For example, the maximum height of the current terrain can be 1024 meters.
[0057] This embodiment uses a first movement progress bar to indicate the sliding range of the second control, allowing the user to predict the sliding distance or speed of the second control. This enables the user to have a more accurate expectation of the game terrain height operation, improving the user's efficiency in editing the game terrain height and enhancing the user experience.
[0058] This embodiment controls the increase or decrease of the height of the first target area by moving the second control. Combined with the indication of the first movement progress bar, users can more accurately control the height of the game terrain, so as to increase the height when the terrain height is insufficient and decrease the height when the terrain height is too large according to actual needs.
[0059] In some optional implementations, in step S204, responding to a trigger operation on the first target control and controlling the height information of the first target area includes: responding to a trigger operation on the first target control and determining the height change information of the first selection interaction area; based on the correspondence between the first selection interaction area and the first target area, updating the height information of the first target area according to the height change information to adjust the height of the first target area.
[0060] In this embodiment, the terminal device responds to the user's operation of triggering the first target control, and generates height change information of the first selection interaction area based on the result of the user triggering the first target control. For example, it identifies the distance the user moves the first target control and generates height change information corresponding to the distance based on the preset correspondence between distance and height change. Specifically, the height change information of the first selection interaction area can be a height increase value or an updated height value.
[0061] Based on the correspondence between the selected interactive area and the terrain component area, this embodiment can determine the correspondence between the first selected interactive area in the selected interactive area and the first target area in the terrain component area. This allows the height information of the first target area to be updated using the height change information of the first selected interactive area, for example, by updating the height increase value of the first target area or updating the current height value of the first target area.
[0062] In this embodiment, the height information of the first selected interactive area is first adjusted, and then mapped to the first target area in the terrain component area, thereby adjusting the height of the first target area. This method enables precise control of the height of the terrain component.
[0063] This embodiment provides a method for editing terrain components, which can be used in the aforementioned terminal device. Figure 10 This is a flowchart of a method for editing a terrain component according to an embodiment of the present disclosure, in conjunction with... Figure 10 As shown, the process includes the following steps: In step S1000, in response to the editing operation on the terrain component, a selection interaction area layer is displayed at the area of the terrain component to be edited. The selection interaction area layer is used to provide a selection interaction area. The area of the terrain component to be edited is displayed on the game interface through the selection interaction area layer.
[0064] Specifically, a user can trigger the terrain component editing function control on the game interface. The terminal device then responds to the editing operation on the terrain component by adding a selection interaction area layer at the terrain component area. This selection interaction area layer can be overlaid on the terrain component area or displayed above it. In this embodiment, the terrain component area is displayed on the game interface through the selection interaction area layer, allowing the user to see the terrain component area without it being obscured by the layer.
[0065] In this embodiment, the selected interactive area layer is a separate layer independent of the terrain component. It can be set on the terrain component and allows the terrain component to be displayed through it, thereby making it easier for users to observe and judge which location of the terrain component needs to be adjusted in height, improving the convenience of user operation and the accuracy of height control.
[0066] Step S1001: Display the terrain component area to be edited and the selection interaction area on the game interface. There is a corresponding relationship between the selection interaction area and the terrain component area. For details, please refer to [link to details]. Figure 2 Step S201 of the illustrated embodiment will not be described again here.
[0067] Step S1002: In response to a first selection operation on the selected interactive area, a first selected interactive area is determined based on the first selection operation. The selected interactive area includes the first selected interactive area. For details, please refer to [link to details]. Figure 2 Step S202 of the illustrated embodiment will not be described again here.
[0068] Step S1003: Determine the first target region within the terrain component region based on the first selected interactive region. See details below. Figure 2 Step S203 of the illustrated embodiment will not be described again here.
[0069] Step S1004: In response to a trigger operation on the first target control, control the height information of the first target area. For details, please refer to [link to relevant documentation]. Figure 2 Step S204 of the illustrated embodiment will not be described again here.
[0070] In some optional implementations, the method for editing the terrain component further includes: when the selected interactive area is in a selectable state, controlling the display of the terrain component area to be edited and the selected interactive area from a first preset perspective.
[0071] The first preset viewpoint can be a top-down viewpoint.
[0072] Combination Figure 6 , Figure 7 and Figure 12As shown, when the selection interaction area needs to be selected, both the terrain component area to be edited and the selection interaction area are displayed in a top-down view. In this embodiment, the default display view of the terrain component can be... Figures 3 to 5 The slightly tilted viewing angle displayed in this embodiment automatically shows the terrain components from a top-down perspective when the selected interactive area is in a state of pending selection, which helps to assist users in making more accurate selection operations.
[0073] It should be understood that regardless of the viewing angle from which the terrain component area to be edited and the interactive selection area are displayed, the user is allowed to select the interactive area. Furthermore, embodiments of this disclosure provide users with controls for adjusting the game viewpoint, allowing users to adjust the angle at which they observe the terrain component according to their actual needs.
[0074] In some alternative implementations, the method for editing the terrain component further includes: responding to a trigger operation on a first target control, controlling the display of the terrain component area to be edited and the selection interaction area from a second preset perspective, the second preset perspective being different from the first preset perspective.
[0075] The second preset viewpoint can be an observation viewpoint, such as a squinting viewpoint.
[0076] Combination Figures 8 to 9 as well as Figures 13 to 15 As shown, after selecting the interactive area, when the first target control is triggered, both the terrain component area to be edited and the interactive area are automatically displayed in a viewing angle (different from the top-down view). This method helps users better observe the height changes of the terrain component during the editing process, thereby allowing users to accurately understand the height editing situation from the overall perspective of the terrain component.
[0077] Based on the above-mentioned method of providing users with different terrain component display perspectives during different operation processes, this embodiment can provide users with a terrain component display method that better meets their needs at the time, thereby improving users' focus, editing efficiency, and enhancing their interactive immersion.
[0078] In some alternative implementations, the method for editing the terrain component further includes: responding to a grid parameter setting instruction, determining grid parameters according to the grid parameter setting instruction; and setting the number of sub-interaction regions contained in the grid interaction region to the target number indicated by the grid parameters, based on the grid parameters.
[0079] Among them, the grid parameter is positively correlated with the number of targets. That is, the larger the value of the grid parameter, the more targets there tend to be, and the smaller the value of the grid parameter, the fewer targets there tend to be.
[0080] In this embodiment, the terminal device can receive the grid parameter setting instruction in the following ways: receiving the grid parameter setting instruction generated based on the content entered by the user in the grid input box. This method realizes the function of setting grid parameters based on the grid input box; or the terminal device can receive the grid parameter setting instruction in the following ways: receiving the grid parameter setting instruction generated based on the user's manual drawing action or gesture action. This method realizes the function of setting the grid parameter setting instruction based on the user's action trigger, making the operation more convenient.
[0081] Taking manual drawing as an example, when selecting an interactive area, if the mouse cursor moves to the boundary of a sub-interactive area of a grid shape, grid increase and / or grid decrease controls will appear. Responding to the triggering of the grid increase control, a row of grid cells will be added (cursor at the top or bottom boundary of the grid) or a column of grid cells will be added (cursor at the left or right boundary of the grid). Responding to the triggering of the grid decrease control, a row of grid cells will be removed (cursor at the top or bottom boundary of the grid) or a column of grid cells will be removed (cursor at the left or right boundary of the grid). The grid increase control can be displayed as a "+", and the grid decrease control can be displayed as a "-".
[0082] In some alternative implementations, a grid input box is also displayed on the game interface.
[0083] The editing method for this terrain component also includes: obtaining the grid parameters input into the grid input box; and generating grid parameter setting instructions based on the grid parameters.
[0084] In this embodiment, while displaying the terrain component area to be edited and the selection interaction area on the game interface, a grid input box is simultaneously displayed on the game interface. Of course, this embodiment can also set a separate input box trigger control to display the grid input box. After the user selects the grid input box, they input grid parameters into it. The grid parameters can be a single value representing the number of grid areas, or they can consist of two values representing the number of rows and columns of the grid areas, respectively.
[0085] After obtaining the grid parameters, the terminal device divides the selected interactive area into sub-interactive areas of grid shape, with the number of grid shapes corresponding to the target number of the grid parameters. The larger the value of the grid parameters, the smaller the area of the sub-interactive areas of the grid shape, allowing for more precise control over the terrain component height.
[0086] This embodiment enables users to customize the number of sub-interactive areas with customizable grid shapes. When users need to quickly edit large terrain component areas, the number of grids can be reduced. When users have high precision requirements for editing the height of terrain component areas, the number of grids can be increased. It can be seen that this embodiment meets the diverse needs of different users or the same user at different times, takes into account the different needs of users for editing efficiency and editing precision, and improves the user experience.
[0087] In some optional implementations, the grid parameters include the number of rows and the number of columns. In optional implementations, both the number of rows and the number of columns are integers. In this embodiment, based on the grid parameters, setting the number of sub-interaction regions contained within the grid interaction region to the target number indicated by the grid parameters includes: dividing the grid interaction region into the target number of square sub-interaction regions; wherein the target number is the product of the number of rows and the number of columns.
[0088] Here, the number of rows refers to the number of rows in the grid-shaped sub-interactive areas contained within the selected interactive area, and the number of columns refers to the number of columns in the grid-shaped sub-interactive areas contained within the selected interactive area. In this embodiment, the numerical range of the number of rows and columns is set according to the actual situation; for example, the numerical range of the number of rows is 2 to 256, and the numerical range of the number of columns is also 2 to 256. If both the number of rows and columns are integers, the values of the number of rows and columns are used directly. If at least one of the values of the number of rows and columns is a non-integer, the non-integer values are first rounded to ensure that both the number of rows and columns are integers.
[0089] like Figure 7 As shown, and can be combined Figure 8 and Figure 9 In the grid input box 50, two grid parameters N and M can be entered. In the figure, M=4 and N=4. Then, the terminal device divides the selected interaction area into 16 grid-shaped sub-interaction areas with 4 rows and 4 columns according to the two values N and M currently entered by the user.
[0090] Specifically, in the grid input box 50, the row number box 51 is used to receive the number of rows N input by the user, and the column number box 52 is used to receive the number of columns M input by the user. Taking M=4 and N=4 as an example, the terminal device divides the selection interaction area into 16 square grid-shaped sub-interaction areas; where the square is a square or a rectangle.
[0091] Based on the number of rows and columns input by the user, this embodiment can divide the selected interactive area into a target number of grid-shaped sub-interactive areas. This method can meet the user's need to customize the number of sub-interactive areas, making the editing process more user-friendly, helping to improve editing efficiency, and providing a better user experience.
[0092] This embodiment provides a method for editing terrain components, which can be used in the aforementioned terminal device. Figure 11 This is a flowchart of a method for editing a terrain component according to an embodiment of the present disclosure, in conjunction with... Figure 11 As shown, the process includes the following steps: Step S1101: Display the terrain component area to be edited and the selection interaction area on the game interface. There is a corresponding relationship between the selection interaction area and the terrain component area. For details, please refer to [link to details]. Figure 2 Step S201 of the illustrated embodiment or Figure 10 Step S1001 of the illustrated embodiment will not be described again here.
[0093] Step S1102: In response to a first selection operation on the selected interactive area, a first selected interactive area is determined based on the first selection operation. The selected interactive area includes the first selected interactive area. For details, please refer to [link to details]. Figure 2 Step S202 of the illustrated embodiment or Figure 10 Step S1002 of the illustrated embodiment will not be described again here.
[0094] Step S1103: Determine the first target region within the terrain component region based on the first selected interaction region. See details below. Figure 2 Step S203 of the illustrated embodiment or Figure 10 Step S1003 of the illustrated embodiment will not be described again here.
[0095] Step S1104: In response to a trigger operation on the first target control, control the height information of the first target area. For details, please refer to [link to relevant documentation]. Figure 2 Step S204 of the illustrated embodiment or Figure 10 Step S1004 of the illustrated embodiment will not be described again here.
[0096] In step S1105, the game interface also displays the edit restart control.
[0097] Combination Figures 6 to 9 As shown, an edit / restart control 60 can be displayed on the game interface simultaneously with the first movement progress bar indicator 40. Optionally, the edit / restart control 60 is displayed above the first movement progress bar indicator 40.
[0098] In step S1106, in response to the triggering of the edit restart control, the unedited terrain component area is put into an editable state.
[0099] The terrain component region to be edited includes the unedited terrain component region, which is different from the first target region.
[0100] In this embodiment, the terminal device can respond to the user's trigger action on the edit restart control and start the mode to edit the height of the unedited terrain component area, that is, enter the mode to continue editing the terrain component.
[0101] When an unedited terrain component area is in an editable state, the system responds to user settings for that unedited target terrain component area by controlling its height. In some implementations, this setting operation may involve first selecting the target terrain component area and then controlling its height information by triggering a specified control. In other implementations, this setting operation may involve the user continuously clicking and / or pressing the target terrain component area to control its height. In a certain UGC game, the method for editing an unedited terrain component area can be selected from at least one of the two methods described above for setting the height of the terrain component area, depending on user configuration.
[0102] In some optional implementations, the method for editing the terrain component further includes: in response to the triggering of the edit restart control, when the unedited terrain component area is in a state of waiting to be edited, controlling the display of the terrain component area to be edited at a first preset view, the first preset view being a top-down view.
[0103] For unedited target terrain component areas viewed from above, the height of the target terrain component area can be controlled through the settings described above.
[0104] like Figure 12 As shown, in response to the user's click on the edit restart control 60, the height of the terrain component can be further edited.
[0105] This embodiment, based on the edit restart control, enables the differential editing function of the height of terrain component areas at different locations, thereby setting different heights for terrain component areas at different locations, which can meet the diverse editing needs of users and further improve the editing accuracy of terrain component height.
[0106] In some optional implementations, the method for editing a terrain component further includes: responding to a second selection operation on a selection interaction area corresponding to an unedited terrain component area, determining a second selection interaction area based on the second selection operation; the selection interaction area includes the second selection interaction area, which is different from the first selection interaction area; determining a second target area in the terrain component area based on the second selection interaction area; and responding to a trigger operation on a second target control to control the height information of the second target area.
[0107] Wherein, the second selection interaction area is the area currently selected by the user. In this embodiment, the second selection interaction area belongs to the area in the selection interaction area that has not yet been selected; optionally, the second selection interaction area includes some or all of the areas in the selection interaction area that have been selected.
[0108] In this embodiment, the second target control and the second control are generally two different controls. Optionally, the second control can be reused as the second target control, thereby reducing the number of target controls used.
[0109] In some alternative implementations, controlling an unedited terrain component area to be in an editable state may include: controlling the unedited terrain component area to be in an editable state in response to triggering an edit restart control displayed on the game interface.
[0110] like Figure 12 As shown, when the user's finger 21 selects the second selection interaction area 22 next to the first selection interaction area 20, the terminal device responds to the current selection operation and displays the second target control 31 in the game interface. The second target control 31 is a movable control. After selecting the second target control 31 through an input device such as a touch device, mouse, or keyboard, the user can manipulate the second target control 31 to slide it. The way the user operates the second target control 31 is similar to the way the user operates the second control 30, and will not be described in detail in this embodiment.
[0111] In some optional embodiments, the method for editing the terrain component further includes: in response to triggering the edit restart control, when the unedited terrain component area is in an editable state, controlling the display of the terrain component area to be edited and the selection interaction area from a first preset perspective, the first preset perspective being a top-down view. For the unedited target terrain component area in the top-down view, the height of the target terrain component area can be controlled through the aforementioned setting operations. In other optional embodiments, in response to a second selection operation on the selection interaction area corresponding to the unedited terrain component area, controlling the display of the terrain component area to be edited and / or the selection interaction area from a second preset perspective, the second preset perspective being different from the first preset perspective, and the second preset perspective being an oblique view.
[0112] like Figure 12 As shown, and can be combined Figure 13 , Figure 14 and Figure 15 Taking the touchscreen of a terminal device as an example, for the selection interaction area on the interaction area layer 11, the user's finger 21 can select the second selection interaction area 22 within the selection interaction area. At this time, the second target control 31 is displayed on the game interface. The second target control 31 can also be a slider. The user's finger 21 drags the second target control 31, for example, along... Figure 13Moving the object in the direction indicated by the arrow increases the height of the second target area. Combined with... Figures 12 to 15 As shown, if a user needs to exit the editing process of a terrain component, they can end the editing of the terrain component by clicking the settings on the screen to generate terrain controls.
[0113] This embodiment, based on the edit restart control, provides a separate operable second target control each time the terrain component area to be edited is edited, thereby facilitating the user to edit the height of different positions on the terrain component and improving the convenience of the user in editing the height of the terrain component.
[0114] In some alternative implementations, the second target control is set in correspondence with the first movement progress bar identifier, which is also used to indicate the movable range of the second target control.
[0115] like Figure 12 and Figure 13 As shown, the position of the second target control 31 in the initial state can be the same as the position of the second control 30 in the initial state, that is, both are located to the side of the lower end of the first movement progress bar indicator 40. In this embodiment, the color of the second target control 31 is often different from the color of the second control 30, so as to better distinguish different controls with similar functions. Optionally, the color of the second control 30 can be the same as the color of the first selection interaction area 20, and the color of the second target control 31 can be the same as the color of the second selection interaction area 22, so as to better remind the user of the correspondence between the target control and the selection interaction area. For example, the color of the second control 30 is blue (the color of the first control 100 can also be blue), and the color of the second target control 31 is red.
[0116] This embodiment uses a first movement progress bar indicator to indicate the movable range of the second target control, thus reusing the first movement progress bar indicator. Furthermore, it reminds the user by using different colors for different target controls and by matching the color of the target control with the corresponding selection interaction area, thereby reducing the possibility of user operation errors and allowing the user to have better expectations for the height editing result of the terrain component, thus improving the user's operating experience during the terrain component editing process.
[0117] In some optional implementations, the method for editing the terrain component further includes: displaying a second movement progress bar icon on the game interface, the second movement progress bar icon being set to correspond to the second target control, the second movement progress bar icon being used to indicate the movable range of the second target control.
[0118] like Figure 15 As shown, with Figure 13The difference is that this embodiment also provides a second movement progress bar indicator 41 to indicate the movable range of the second target control 31. The second movement progress bar indicator 41 can also be a vertically set bar indicator on the right side of the terrain component 10, and can be set side by side with the first movement progress bar indicator 40. In the initial state, the position of the second target control 31 can be the lower side of the second movement progress bar indicator 41.
[0119] This embodiment uses a second movement progress bar identifier that corresponds to the second target control. This method uses different movement progress bars to indicate the movable range of different controls, which makes it easier to distinguish different controls and their positions, and helps to improve the convenience and efficiency of users in editing the height of terrain components.
[0120] In some alternative implementations, the height of the first target area changes in real time as the first target control moves, and / or the height of the second target area changes in real time as the second target control moves.
[0121] In this embodiment, the first target control is specifically the second control in the aforementioned embodiment.
[0122] In this embodiment, when the user operates the second control, the height of the first target area in the game interface changes in real time as the second control moves.
[0123] This embodiment displays the changes in height of the edited terrain component in real time as the user controls it. This method allows users to adjust the height of different positions on the terrain component area as needed based on the operation results displayed on the interface, providing a more intuitive operation basis for users and increasing the precision of user control.
[0124] Therefore, this disclosure provides an interactive method and approach for more accurately editing terrain components in UGC games. Combined with... Figures 2 to 15As shown, when editing the terrain component, this embodiment displays an interactive area layer 11 on the terrain component. The interactive area layer 11 may include multiple sub-interactive areas with grid structures. A grid input box 50 may be displayed at the top of the game interface. Users or players can set the number of sub-interactive areas of the grid structure N×M according to actual needs. The number of grids can be considered as the grid resolution of the selected interactive area. The larger the resolution is set, the smaller the size of each grid and the more precise the control. At the same time, there will be a progress bar UI (User Interface Design) on the right side of the game interface, namely the first movement progress bar identifier 40. Users can select one or more sub-interactive areas of the grid structure by clicking. Then, a slider will appear at the bottom of the progress bar UI on the right, namely the second control 30. Dragging this slider will increase the height of the terrain component area corresponding to the selected sub-interactive area. Next, clicking the edit restart control 60 (shown as a plus button) allows the user to continue entering the sub-interaction area selection state. If the user selects a previously unselected grid structure sub-interaction area, a new slider (second target control 31) will appear at the bottom of the right-hand progress bar UI. This allows control over the height of the terrain component area corresponding to the currently selected sub-interaction area. Based on the above logic, this embodiment allows multiple sliders to be selected multiple times to control the height of different grids. After all settings are complete, clicking "Setting Complete" generates the terrain control. The game system will then generate the corresponding game terrain according to the user's settings. This disclosure allows for more precise control over the height of each section of the edited terrain, and can generate a game map with corresponding height changes based on the user's precise settings for the height of each section in the game map.
[0125] This embodiment also provides a terrain component editing device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0126] This embodiment provides a terrain component editing device, such as... Figure 16 As shown, it includes: The display module 1601 is used to display the terrain component area to be edited and the selection interaction area on the game interface. There is a corresponding relationship between the selection interaction area and the terrain component area.
[0127] The selected module 1602 is used to respond to the first selection operation for the selected interactive area, and the first selected interactive area is determined according to the first selection operation. The selected interactive area includes the first selected interactive area.
[0128] The determination module 1603 is used to determine the first target area in the terrain component area based on the first selected interaction area.
[0129] The control module 1604 is used to respond to the trigger operation of the first target control and control the height information of the first target area.
[0130] In some optional implementations, the selected interaction area is a grid interaction area composed of multiple sub-interaction areas, each sub-interaction area corresponding to a portion of the terrain component area. The selection module 1602 is specifically configured to respond to a first selection operation targeting at least one of the multiple sub-interaction areas.
[0131] In some alternative implementations, the first target control includes a first control, which includes a first button and a second button. The control module 1604 is specifically configured to, in response to a trigger operation on the first button, control the height of the first target area to increase, and / or, in response to a trigger operation on the second button, control the height of the first target area to decrease.
[0132] In some alternative implementations, the first target control includes a second control. The control module 1604 is specifically configured to respond to a movement operation on the second control, controlling the height of the first target area to increase or decrease; the triggering operation includes the movement operation.
[0133] In some optional implementations, the display module 1601 is further configured to display a first movement progress bar indicator on the game interface, the first movement progress bar indicator being configured to correspond to the second control, and the first movement progress bar indicator being used to indicate the movable range of the second control. The control module 1604 is specifically configured to respond to movement operations on the second control in the direction extending along the first movement progress bar indicator.
[0134] In some alternative implementations, the control module 1604 includes an altitude change determination unit and an altitude information update unit.
[0135] The height change determination unit is used to determine the height change information of the first selected interactive area in response to the trigger operation of the first target control.
[0136] The height information update unit is used to update the height information of the first target area based on the correspondence between the first selection interaction area and the first target area, according to the height change information, so as to adjust the height of the first target area.
[0137] In some alternative implementations, the terrain component editing device also includes a trigger module.
[0138] The trigger module is used to respond to editing operations on terrain components. It displays a selection interaction area layer at the area of the terrain component to be edited. The selection interaction area layer is used to provide a selection interaction area. The area of the terrain component to be edited is displayed on the game interface through the selection interaction area layer.
[0139] In some alternative implementations, the terrain component editing device also includes a view update module.
[0140] The perspective update module is used to control the display of the terrain component area to be edited and the selection interaction area from a first preset perspective when the selected interaction area is in a pending selection state.
[0141] In some alternative implementations, the view update module is also configured to respond to a trigger operation on the first target control and control the display of the terrain component area to be edited and the selection interaction area from a second preset view, which is different from the first preset view.
[0142] In some alternative implementations, the terrain component editing apparatus further includes a grid parameter determination module and a grid number setting module.
[0143] The mesh parameter determination module is used to respond to mesh parameter setting instructions and determine the mesh parameters according to the mesh parameter setting instructions.
[0144] The grid quantity setting module is used to set the number of sub-interaction areas contained in the grid interaction area to the target number indicated by the grid parameters.
[0145] In some alternative implementations, a grid input box is also displayed on the game interface. The grid parameter determination module includes an acquisition unit and a generation unit.
[0146] The acquisition unit is used to acquire the grid parameters input into the grid input box.
[0147] The generation unit is used to generate mesh parameter setting instructions based on the mesh parameters.
[0148] In some optional implementations, the grid parameters include the number of rows and the number of columns. In optional implementations, both the number of rows and the number of columns are integers. The grid quantity setting module is specifically used to divide the grid interaction area into a target number of square sub-interaction areas; wherein the target number is the product of the number of rows and the number of columns.
[0149] In some alternative implementations, the terrain component editing device also includes a continuous editing module.
[0150] The display module 1601 is also used to display the edit restart control on the game interface.
[0151] The continuous editing module is used to control the unedited terrain component area to be in an editable state in response to the triggering of the edit restart control; wherein, the terrain component area to be edited includes the unedited terrain component area, and the unedited terrain component area is different from the first target area.
[0152] In some optional implementations, the selection module 1602 is further configured to respond to a second selection operation on a selection interaction area corresponding to an unedited terrain component area, and to determine a second selection interaction area based on the second selection operation; the selection interaction area includes the second selection interaction area, which is different from the first selection interaction area. The determination module 1603 is further configured to determine a second target area in the terrain component area based on the second selection interaction area. The control module 1604 is further configured to respond to a trigger operation on a second target control, and to control the height information of the second target area.
[0153] In some alternative implementations, the second target control is set in correspondence with the first movement progress bar identifier, which is also used to indicate the movable range of the second target control.
[0154] In some optional implementations, a second movement progress bar indicator is also displayed on the game interface. The second movement progress bar indicator is set to correspond to the second target control and is used to indicate the movable range of the second target control.
[0155] In some alternative implementations, the height of the first target area changes in real time as the first target control moves, and / or the height of the second target area changes in real time as the second target control moves.
[0156] The terrain component editing apparatus provided in this disclosure can execute the terrain component editing method provided in any embodiment of this disclosure, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the various modules and units described above are the same as in the corresponding embodiments described above, and will not be repeated here.
[0157] Figure 17 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0158] The following is a detailed reference. Figure 17The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1701, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1702 or a program loaded from memory 1708 into random access memory (RAM) 1703. The RAM 1703 also stores various programs and data required for the operation of the electronic device. The processor 1701, ROM 1702, and RAM 1703 are interconnected via a bus 1704. An input / output (I / O) interface 1705 is also connected to the bus 1704.
[0159] Typically, the following devices can be connected to I / O interface 1705: input devices 1706 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1707 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 1708 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1709. Communication device 1709 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 17 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.
[0160] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 1709, or installed from memory 1708, or installed from ROM 1702. When the computer program is executed by processor 1701, it performs the functions defined in the terrain component editing method of embodiments of this disclosure.
[0161] Figure 17 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0162] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code downloaded over a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the method for editing terrain components shown in the above embodiments is implemented.
[0163] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.
[0164] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.
Claims
1. A method for editing a terrain component, characterized in that, The method includes: The game interface displays a terrain component area to be edited and a selection interaction area, and the selection interaction area corresponds to the terrain component area; In response to a first selection operation on the selected interactive area, a first selected interactive area is determined based on the first selection operation, the selected interactive area including the first selected interactive area; A first target region is determined in the terrain component region based on the first selected interaction region; In response to a trigger operation on the first target control, control the height information of the first target area.
2. The method according to claim 1, characterized in that, The selected interactive area is a grid interactive area composed of multiple sub-interactive areas, and the sub-interactive areas correspond to a portion of the terrain component area; The response to the first selection operation of the selected interactive area includes: Respond to a first selection operation for at least one of the plurality of sub-interaction regions.
3. The method according to claim 1 or 2, characterized in that, The first target control includes a first control, which includes a first button and a second button; the response to a trigger operation on the first target control, controlling the height information of the first target area, includes: In response to a trigger operation on the first button, control the height of the first target area to increase; and / or, In response to the triggering operation of the second button, the height of the first target area is reduced.
4. The method according to claim 1 or 2, characterized in that, The first target control includes a second control; the response to a trigger operation on the first target control controls the height information of the first target area, including: In response to a movement operation on the second control, the height of the first target area is increased or decreased; the triggering operation includes the movement operation.
5. The method according to claim 4, characterized in that, The game interface also displays a first movement progress bar icon, which is set to correspond to the second control. The first movement progress bar icon is used to indicate the movable range of the second control. The response to the movement operation of the second control includes: The response is for movement operations of the second control in the direction extending along the first movement progress bar indicator.
6. The method according to claim 1 or 2, characterized in that, The response is a trigger operation on the first target control, controlling the height information of the first target area, including: In response to a trigger operation on the first target control, determine the height change information of the first selection interaction area; Based on the correspondence between the first selection interaction area and the first target area, the height information of the first target area is updated according to the height change information to adjust the height of the first target area.
7. The method according to claim 1 or 2, characterized in that, The method further includes: In response to an editing operation on a terrain component, a selection interaction area layer is displayed at the region of the terrain component to be edited, the selection interaction area layer being used to provide the selection interaction area; The terrain component area to be edited is displayed on the game interface through the selection interaction area layer.
8. The method according to claim 7, characterized in that, The method further includes: When the selected interactive area is in a pending selection state, the control displays the terrain component area to be edited and the selected interactive area from a first preset perspective.
9. The method according to claim 8, characterized in that, The method further includes: In response to a trigger operation on the first target control, the system controls the display of the terrain component area to be edited and the selection interaction area from a second preset perspective, which is different from the first preset perspective.
10. The method according to claim 2, characterized in that, The method further includes: Responding to the mesh parameter setting command, determine the mesh parameters according to the mesh parameter setting command; Based on the grid parameters, the number of sub-interaction regions contained in the grid interaction region is set to the target number indicated by the grid parameters.
11. The method according to claim 10, characterized in that, The game interface also displays a grid input box; the method further includes: Obtain the grid parameters input into the grid input box; Generate the mesh parameter setting instructions based on the mesh parameters.
12. The method according to claim 10 or 11, characterized in that, The grid parameters include the number of rows and the number of columns; The step of setting the number of sub-interaction regions included in the grid interaction region to the target number indicated by the grid parameters, based on the grid parameters, includes: The grid interaction area is divided into the target number of square sub-interaction areas; The target number is the product of the number of rows and the number of columns.
13. The method according to claim 1, characterized in that, The method further includes: The game interface also displays an edit / restart control; In response to the triggering of the edit restart control, the unedited terrain component area is controlled to be in an editable state; The terrain component region to be edited includes the unedited terrain component region, which is different from the first target region.
14. The method according to claim 1, characterized in that, The method further includes: In response to a second selection operation on the selection interaction area corresponding to the unedited terrain component area, a second selection interaction area is determined based on the second selection operation; the selection interaction area includes the second selection interaction area, which is different from the first selection interaction area; The second target region in the terrain component region is determined based on the second selected interaction region; In response to a trigger operation on the second target control, control the height information of the second target area.
15. The method according to claim 14, characterized in that, The game interface also displays a second movement progress bar icon, which is set to correspond to the second target control. The second movement progress bar icon is used to indicate the movable range of the second target control.
16. The method according to claim 14, characterized in that, The height of the first target area changes in real time as the first target control moves, and / or the height of the second target area changes in real time as the second target control moves.
17. An editing device for a terrain component, characterized in that, The device includes: The display module is used to display the terrain component area to be edited and the selection interaction area on the game interface, wherein the selection interaction area and the terrain component area have a corresponding relationship. The selection module is used to respond to a first selection operation for the selection interaction area, and to determine a first selection interaction area based on the first selection operation, wherein the selection interaction area includes the first selection interaction area. The determining module is configured to determine a first target region in the terrain component region based on the first selected interaction region; The control module is used to respond to trigger operations on the first target control and control the height information of the first target area.
18. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory storing computer instructions, and the processor executing the computer instructions to perform the method for editing the terrain component according to any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing a computer to perform the method of editing the terrain component according to any one of claims 1 to 16.
20. A computer program product, characterized in that, Includes computer instructions for causing a computer to perform the method of editing the terrain component according to any one of claims 1 to 16.