Interactive plot game editing and running system based on visual flowchart

By using visual flowcharts and advanced algorithm technology, the problems of chaotic plot logic and low editing efficiency in the production of interactive story games have been solved, achieving efficient editing and stable operation, adapting to multiple platforms and supporting multi-person collaborative development.

CN122097977APending Publication Date: 2026-05-29GUANGZHOU HUANSHU NETWORK TECHNOLOGY CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
GUANGZHOU HUANSHU NETWORK TECHNOLOGY CO LTD
Filing Date
2026-04-16
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

In the current process of developing interactive story games, there are problems such as chaotic plot logic, low editing efficiency, difficulty in adapting to multiple platforms, unstable version control, and difficulty in intuitively displaying node connection relationships and resource management.

Method used

An interactive story game editing and running system based on visual flowcharts is adopted. It utilizes breadth-first search algorithm, Zod Schema full verification, Bundle resource expansion, reverse breadth-first search, Tween tweening, human-computer interaction, semantic understanding, unified video interface for multiple platforms, and optimistic locking version control technology to achieve clear story logic, efficient editing, strong multi-platform adaptability, and secure multi-user collaboration.

Benefits of technology

It improved the standardization and editing accuracy of the plot structure, enhanced the editing efficiency and performance of interactive story games, and ensured stable operation on different platforms and the stability of multi-person collaborative production.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122097977A_ABST
    Figure CN122097977A_ABST
Patent Text Reader

Abstract

The application discloses an interactive plot game editing and running system based on a visual flowchart, comprising: a data acquisition module for obtaining data to construct a plot node set; a topology verification module for extracting node connection relations to obtain a plot flowchart; a plot specification module for extracting a standard plot sequence; an editing correction module for performing coordinate correction and attribute backwriting to obtain a corrected plot sequence; a plot analysis module for performing plot analysis and node switching to generate a plot state sequence; a control adaptation module for performing branch control and multi-platform adaptation to obtain an interactive plot running result; and a version control module for performing double persistence, state fingerprint calculation and conflict verification to generate a version control result. The application has the advantages of clear plot logic, high editing efficiency, consistent running effect, strong multi-platform adaptation capability and high safety of multi-person collaboration by using a breadth-first search algorithm.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of human-computer interaction technology, and in particular to an interactive narrative game editing and running system based on visual flowcharts. Background Technology

[0002] Interactive story-driven games typically advance their content through plot nodes, branching choices, character dialogues, and multimedia resources, and are widely used in text adventure and interactive narrative scenarios. As the complexity of plot content continues to increase, the game development process places higher demands on plot arrangement, resource allocation, operational control, and multi-platform distribution.

[0003] Most existing interactive story games are developed using scripts to organize the plot. Developers need to manually configure the jump relationships, option relationships, and resource reference relationships between nodes. For interactive story games with a large number of dialogue nodes, selection nodes, and side quest nodes, it is difficult to intuitively display the connection relationships between nodes when using scripts. This can easily lead to duplicate connections, loop connections, and incorrect side quest connections, resulting in a chaotic plot logic.

[0004] Meanwhile, in existing technologies, the editing process and the running process are usually separated. Creators find it difficult to directly view the actual running effect during the editing stage. When it is necessary to adjust the position of the character portrait, the position of the dialog box, the position of the animation, the status of the background music and the scene switching effect, it is usually necessary to repeatedly perform export, run and modify operations, which reduces editing efficiency.

[0005] In addition, existing technologies are insufficient in handling branch status control, multimedia resource management, multi-platform adaptation, and multi-person collaborative editing, which can easily lead to branch connection errors, scattered resource references, high platform adaptation costs, and data overwriting issues caused by version conflicts.

[0006] Therefore, how to provide an interactive narrative game editing and running system based on visual flowcharts is a problem that urgently needs to be solved by those skilled in the art. Summary of the Invention

[0007] One objective of this invention is to propose an interactive narrative game editing and running system based on a visual flowchart. This invention fully utilizes breadth-first search algorithm, Zod Schema full verification, Bundle resource expansion, reverse breadth-first search, RenderTexture frame capture, Tween interpolation, human-computer interaction, semantic understanding, unified video interface for multiple platforms, and optimistic locking version control technology. It details the processing of interactive narrative games from node construction, topology verification, narrative specification, drag-and-drop correction, narrative parsing, side quest control, multi-platform operation to version management. It has the advantages of clear narrative logic, high editing efficiency, consistent running effect, strong multi-platform adaptability, and high security for multi-user collaboration.

[0008] An interactive story game editing and running system based on a visual flowchart according to an embodiment of the present invention includes:

[0009] The data acquisition module is used to acquire node data, connection data, and project configuration data required for creating interactive story games, and to build a set of story nodes based on the node data;

[0010] The topology verification module is used to extract the node connection relationships between each story node based on node data and connection data. It uses a breadth-first search algorithm to perform topology verification operations on the node connection relationships to obtain the story flow chart.

[0011] The plot specification module is used to perform full Zod Schema validation, default value filling, Bundle resource expansion and structured operations on node data, connection data and project configuration data according to the plot flowchart, and extract standard plot sequences;

[0012] The editing and correction module is used to map the standard plot sequence to a preset visual preview canvas, and to receive drag-and-drop editing instructions from the user during human-computer interaction. Based on the drag-and-drop editing instructions, the module performs coordinate correction and attribute write-back on the standard plot sequence to obtain the corrected plot sequence.

[0013] The plot analysis module is used to extract the plot relationships between each plot node based on the corrected plot sequence, and to perform plot analysis and node switching operations to generate a plot state sequence.

[0014] The control adaptation module is used to perform branch node traversal operations based on the plot state sequence using a breadth-first search algorithm, assign state labels according to the traversal results, generate plot control sequences, and perform multi-platform adaptation operations in conjunction with a unified operation interface to obtain interactive plot operation results.

[0015] The version control module is used during game development to perform dual persistence, state fingerprint calculation, and optimistic locking conflict verification operations on the corrected plot sequence and plot state sequence, and generate version control results corresponding to the interactive plot execution results.

[0016] Optionally, the node data includes the node identifier, type, name, display content, resource reference information, and attribute parameters of each plot node; the connection data includes the connection direction, connection relationship, and connection attributes between each plot node; the project configuration data includes the canvas size, design resolution, resource configuration, preview configuration, running configuration, and target publishing platform of the interactive plot game; the plot node set includes start node, start menu node, dialogue node, narration node, selection node, video node, side node, advertisement node, and end node; each plot node corresponds to an independent node data structure, canvas rendering style, attribute editing form, and preview component; the visual preview canvas represents a graphical display area used to display the plot content and editing results corresponding to the standard plot sequence; the user represents the human-computer interaction participant who performs editing operations on the interactive plot game; the human-computer interaction process refers to the user participating in the plot editing process by performing input, drag, and adjustment operations through the visual preview canvas.

[0017] Optionally, the topology verification module includes:

[0018] Extract the node connection relationships between each story node by combining node data and connection data;

[0019] Based on the node connection relationship, perform basic constraint operations, delete node connection relationships where the start and end positions of the connection direction correspond to the same story node, delete node connection relationships with the same connection direction, connection relationship and connection attribute, and use the remaining node connection relationships as the basic constraint results;

[0020] Based on the basic constraint results, the output quantity constraint operation is performed to count the number of connection relationships corresponding to dialogue nodes, narration nodes, video nodes, advertising nodes, start nodes and start menu nodes. When the count result is greater than 1, the node connection relationships that exceed the preset quantity limit are deleted.

[0021] Count the number of connection relationships corresponding to each connection attribute in each selected node. When the number of connection relationships corresponding to the same connection attribute is greater than 1, delete the node connection relationships that exceed the preset limit to obtain the number constraint result.

[0022] The breadth-first search algorithm is used to perform tracing operations on the plot nodes corresponding to both ends of the node connection relationship containing branch nodes in the quantity constraint result. The branch topology relationship corresponding to each node connection relationship is determined. Based on the determination result, the node connection relationship between different branch nodes is deleted, the node connection relationship between branch nodes and non-branch nodes is deleted, and the node connection relationship between non-branch nodes bypassing branch nodes and connecting to subsequent nodes of branch nodes is deleted, thus obtaining the branch constraint result.

[0023] Based on the branch constraint results, perform a cyclic constraint verification operation, delete node connections with opposite directions and mutually referencing relationships, and treat the node connections in the branch constraint results that have not been deleted as valid connections. Construct a story flow graph based on the valid connections.

[0024] Optionally, the plot specification module includes:

[0025] Obtain the node data, connection data, and project configuration data corresponding to the story flow diagram. Perform a full ZodSchema validation operation on the node data, connection data, and project configuration data according to the preset node type rules, connection type rules, and project configuration rules. Filter out data items that do not meet the preset data structure requirements and retain the data items that pass the validation as data to be standardized.

[0026] Based on the node type in the data to be standardized, perform default value filling operation on each plot node, write corresponding preset default values ​​for name, display content, resource reference, attribute parameter, connection attribute, preview configuration, and running configuration for the start node, start menu node, dialogue node, narration node, selection node, video node, side node, advertisement node, and end node respectively, and generate default fill data;

[0027] Perform a Bundle resource expansion operation on the resource reference information in the default fill data, extract the resource package identifier corresponding to each resource reference information, and expand each resource package identifier into the skeleton data file address, atlas description file address, texture image address and frame image address to obtain the resource expansion data. The resource reference information in the default fill data represents the resource reference information after being filled with the default value of the resource reference based on the resource reference information in the node data.

[0028] Based on the resource expansion data, perform structured operations on each plot node, extract the node identifier, type, name, display content, resource reference information, attribute parameters, connection direction, connection relationship and connection attribute corresponding to each plot node, and establish the corresponding data association relationship according to the node connection order in the plot flowchart to generate node structure data;

[0029] Based on the node structure data and project configuration data, a serialization and organization operation is performed to combine the node structure data of each plot node, the connection relationship of each node, and the configuration items of each project in a unified data format to generate a standard plot sequence.

[0030] Optionally, the full Zod Schema verification operation specifically includes:

[0031] According to the preset node type rules, the node data is validated. The completeness and consistency of the fields of node identifier, node type, name, display content, resource reference information and attribute parameters corresponding to each plot node are verified. Node data with missing node identifier, mismatched node type, empty name, missing display content, missing resource reference information, missing attribute parameters and inconsistent field correspondence are deleted.

[0032] According to the preset connection type rules, the connection data is validated. At the same time, the start node identifier and end node identifier corresponding to each connection direction are checked to see if they exist in the node data that has passed the validation. Connection data with missing connection direction, incomplete connection relationship, mismatched connection attributes, or no start node identifier and no end node identifier are deleted.

[0033] According to the preset project configuration rules, the project configuration data is validated. The completeness, format consistency and correspondence of the fields of canvas size, design resolution, resource configuration, preview configuration, and running configuration with the target publishing platform are verified. Project configuration data with missing fields, mismatched field formats and inconsistent field correspondence are deleted.

[0034] Extract the attribute parameters from the verified node data and verify whether there is a background music configuration in the attribute parameters;

[0035] When background music configuration exists in the attribute parameters, check whether the background music configuration is one of three states: background music address, empty string, or not set. An empty string means that the background music will stop playing, and not set means that the background music corresponding to the previous plot node will continue to play.

[0036] When the background music configuration is not present in the attribute parameters, the background music configuration does not belong to any of the three configuration states, the background music configuration is a background music address and does not match the display content and attribute parameters of the corresponding plot node, the background music configuration is an empty string and does not match the attribute parameters of the corresponding plot node, or the background music configuration is not set and does not match the attribute parameters of the corresponding plot node, the display content and attribute parameters of the corresponding plot node are extracted, and the state matching operation is performed according to the preset background music configuration table. The corresponding background music configuration is written according to the matching result.

[0037] Perform association and combination operations on the node data, connection data, and project configuration data that have not been deleted but have been verified and modified to obtain the data to be standardized.

[0038] Optionally, the editing and correction module includes:

[0039] Obtain node structure data and project configuration data from the standard story sequence, extract the canvas size and design resolution from the project configuration data, and map the display content, resource reference information and attribute parameters in the standard story sequence to the preset visual preview canvas according to the canvas size and design resolution.

[0040] Receive drag-and-drop editing commands from users on the visual preview canvas during human-computer interaction, extract the node identifier, drag start position and drag end position corresponding to the drag-and-drop editing command, and locate the corresponding node structure data in the standard plot sequence based on the node identifier;

[0041] The displacement results are calculated based on the start and end positions of the drag, and the displacement results, canvas size and design resolution are input into the KAN network to perform nonlinear fitting operation to obtain the design resolution coordinates of the corresponding node identifier.

[0042] Write the design resolution coordinates into the attribute parameters of the corresponding node identifier, perform attribute write-back operation on the corresponding display content, resource reference information and attribute parameters in the standard plot sequence, and obtain the attribute write-back result;

[0043] The visualization preview canvas is refreshed based on the attribute write-back results, and the standard story sequence corresponding to the attribute write-back results is used as the corrected story sequence.

[0044] Optionally, the plot analysis module includes:

[0045] Obtain the corrected plot sequence, extract the node structure data, node connection relationship and project configuration data in the corrected plot sequence, and extract the plot association relationship between each plot node according to the node identifier, connection direction, connection relationship and connection attribute;

[0046] Based on the plot relationships, an index building operation is performed on the connection directions between each plot node. A forward edge index table is built according to the start node identifier and end node identifier in the connection direction, and a reverse edge index table is built according to the end node identifier and start node identifier in the connection direction. An option routing table is also built according to the connection attributes and end node identifier corresponding to the selected node.

[0047] Extract the starting node identifier from the project configuration data, and extract the corresponding node structure data from the forward edge index table based on the starting node identifier;

[0048] Perform a plot analysis operation based on the extracted node structure data to extract the corresponding display content, resource reference information, and attribute parameters;

[0049] When the extracted node structure data corresponds to the selected node, the corresponding end node identifier is extracted from the option routing table according to the corresponding connection attribute.

[0050] When the extracted node structure data does not correspond to the selected node, the corresponding end node identifier is extracted according to the forward edge index table;

[0051] The background music configuration is extracted based on the attribute parameters. When the background music configuration in the attribute parameters is in the "unset" state, the reverse breadth-first search algorithm is used to perform a tracing operation based on the reverse edge index table to extract the background music configuration corresponding to the first traced plot node whose background music configuration is not in the "unset" state.

[0052] Based on the extracted display content, resource reference information, attribute parameters, end node identifier, and background music configuration, a node switching operation is performed, and the data corresponding to the node switching operation is written into the plot state sequence to generate an updated plot state sequence.

[0053] Optionally, the control adaptation module includes:

[0054] Extract the data, node type, resource reference information and target publishing platform corresponding to the node switching operation in the plot state sequence, and locate the corresponding branch node in the plot relationship based on the data corresponding to the node switching operation. Use the breadth-first search algorithm to perform the branch node traversal operation and construct the branch node set.

[0055] Based on the set of side quest nodes and the sequence of story states, assign each side quest node to a state to be entered, a state in progress, and a state that has been completed, and record the main story return position corresponding to the side quest node to generate a set of side quest states.

[0056] Based on the plot state sequence, the side quest state set, the node type and the node connection relationship, the plot control operation is executed. For selected nodes, the corresponding option jump node is extracted. For side quest nodes, side quest entry processing, side quest completion processing, interruption continuation processing and main quest return processing are performed to generate the plot control sequence.

[0057] Based on the node switching relationship in the plot control sequence, extract the display content, resource reference information and attribute parameters from the data corresponding to the node switching operation, and perform texture frame processing on the data corresponding to the node switching operation through RenderTexture;

[0058] Based on the scene switching attribute in the attribute parameters, perform a Tween interpolation operation on the data corresponding to the texture frame capture result and the node switching operation to generate the scene switching result;

[0059] Based on the node type, resource reference information, and target publishing platform in the plot control sequence, perform multi-platform adaptation operations to obtain the node playback results;

[0060] The sliding window preloading and delayed unloading operations are performed according to the plot control sequence, and the running screen is output by combining the scene switching results, node playback results and side quest status sets to obtain the interactive plot running results.

[0061] Optionally, the multi-platform adaptation operation specifically includes:

[0062] Based on the target publishing platform, a unified video player interface IVideoPlayer is constructed, and preloading and playback control methods are defined in IVideoPlayer;

[0063] The player selection operation is executed according to the publishing type corresponding to the target publishing platform. When the target publishing platform corresponds to an H5 browser, the HTMLVideoElement is called to perform video loading and playback operations, and the video content is overlaid onto the game canvas.

[0064] When the target publishing platform corresponds to a WeChat mini game, call wx.createVideo to perform video loading and playback operations, and load the video content below the game canvas;

[0065] When the target publishing platform corresponds to Douyin mini game, call createOffscreenVideo to perform off-screen video construction operation, and draw the video frame to the off-screen Canvas through paintTo during each frame playback, and encapsulate the drawing result in the off-screen Canvas into a displayable texture object;

[0066] Based on the drawing results in the off-screen Canvas, the current video frame in the off-screen Canvas is written to the displayable texture object, and a frame-by-frame update operation is performed.

[0067] Create a preloaded cache pool in IVideoPlayer and limit the number of caches in the preloaded cache pool to a preset number;

[0068] The preloading method is timed out based on a preset preloading duration threshold. When the preloading method lasts for the preset duration, the preloading ends and the corresponding video loading result is written to the node playback result.

[0069] Optionally, the version control module includes:

[0070] Perform dual persistence operations on the corrected plot sequence and plot state sequence, writing the corrected plot sequence and plot state sequence to localStorage and the server;

[0071] A stable serialization operation is performed on the corrected plot sequence and plot state sequence, and the state fingerprint of the serialization result is calculated using the MD5 hash algorithm;

[0072] The state fingerprint is compared with the state fingerprint stored on the server. When the comparison results are inconsistent, a fixed-duration anti-shake operation is performed on the corrected plot sequence and the plot state sequence, and the version number corresponding to the state fingerprint and the project configuration data is uploaded to the server.

[0073] An optimistic locking conflict check is performed based on the version number corresponding to the project configuration data and the version number stored on the server. When the conflict check results are consistent, the corrected plot sequence, plot state sequence, state fingerprint and version number stored on the server are updated. When the conflict check results are inconsistent, the corrected plot sequence and plot state sequence are loaded, overwritten and exported based on the user's selection results in the human-computer interaction process to generate version control results.

[0074] The beneficial effects of this invention are:

[0075] First, this invention organizes the plot nodes, node connections, and branch structures in interactive story games in a unified manner through a visual flowchart, and uses a breadth-first search algorithm to perform topology verification, which can delete duplicate connections, circular connections, and erroneous branch connections during the editing stage, thereby improving the standardization of the plot structure and the accuracy of editing.

[0076] Secondly, this invention achieves standardized processing of plot content, visual preview, human-computer interactive editing and running linkage through full validation of Zod Schema, Bundle resource expansion, drag-and-drop correction, plot analysis and side quest status control. Combined with semantic understanding, background music inheritance tracing, RenderTexture frame capture and Tween tweening processing, it improves the editing efficiency and running performance of interactive plot games.

[0077] Finally, this invention achieves multi-platform adaptation through a unified video player interface, and combines dual persistence, MD5 state fingerprint calculation and optimistic locking conflict verification to realize the stable operation of interactive story games on different platforms and version control in the process of multi-person collaborative production, thereby improving the stability of interactive story game production and release. Attached Figure Description

[0078] The accompanying drawings are provided to further illustrate the invention and form part of the specification. They are used in conjunction with embodiments of the invention to explain the invention and do not constitute a limitation thereof. In the drawings:

[0079] Figure 1 This is a module structure diagram of the interactive story game editing and running system based on a visual flowchart proposed in this invention;

[0080] Figure 2 This invention provides an interactive story analysis and control adaptation flowchart for the interactive story game editing and running system based on a visual flowchart.

[0081] Figure 3 This is a flowchart illustrating the background music inheritance and scene switching process of the interactive story game editing and running system based on a visual flowchart proposed in this invention. Detailed Implementation

[0082] The present invention will now be described in further detail with reference to the accompanying drawings. These drawings are simplified schematic diagrams, illustrating only the basic structure of the invention, and therefore only show the components relevant to the invention.

[0083] refer to Figures 1-3 An interactive story game editing and running system based on visual flowcharts, including:

[0084] The data acquisition module is used to acquire node data, connection data, and project configuration data required for creating interactive story games, and to build a set of story nodes based on the node data;

[0085] The topology verification module is used to extract the node connection relationships between each story node based on node data and connection data. It uses a breadth-first search algorithm to perform topology verification operations on the node connection relationships to obtain the story flow chart.

[0086] The plot specification module is used to perform full Zod Schema validation, default value filling, Bundle resource expansion and structured operations on node data, connection data and project configuration data according to the plot flowchart, and extract standard plot sequences;

[0087] The editing and correction module is used to map the standard plot sequence to a preset visual preview canvas, and to receive drag-and-drop editing instructions from the user during human-computer interaction. Based on the drag-and-drop editing instructions, the module performs coordinate correction and attribute write-back on the standard plot sequence to obtain the corrected plot sequence.

[0088] The plot analysis module is used to extract the plot relationships between each plot node based on the corrected plot sequence, and to perform plot analysis and node switching operations to generate a plot state sequence.

[0089] The control adaptation module is used to perform branch node traversal operations based on the plot state sequence using a breadth-first search algorithm, assign state labels according to the traversal results, generate plot control sequences, and perform multi-platform adaptation operations in conjunction with a unified operation interface to obtain interactive plot operation results.

[0090] The version control module is used during game development to perform dual persistence, state fingerprint calculation, and optimistic locking conflict verification operations on the corrected plot sequence and plot state sequence, and generate version control results corresponding to the interactive plot execution results.

[0091] In this embodiment, node data includes the node identifier, type, name, display content, resource reference information, and attribute parameters of each plot node; connection data includes the connection direction, connection relationship, and connection attributes between each plot node; project configuration data includes the canvas size, design resolution, resource configuration, preview configuration, running configuration, and target publishing platform of the interactive plot game; the plot node set includes start node, start menu node, dialogue node, narration node, selection node, video node, side node, advertisement node, and end node; each plot node corresponds to an independent node data structure, canvas rendering style, attribute editing form, and preview component; the visual preview canvas represents the graphical display area used to display the plot content and editing results corresponding to the standard plot sequence; the user represents the human-computer interaction participant who performs editing operations on the interactive plot game; and the human-computer interaction process represents the process by which the user participates in the plot editing process by performing input, drag, and adjustment operations through the visual preview canvas.

[0092] In this embodiment, the topology verification module includes:

[0093] Extract the node connection relationships between each story node by combining node data and connection data;

[0094] Based on the node connection relationship, perform basic constraint operations, delete node connection relationships where the start and end positions of the connection direction correspond to the same story node, delete node connection relationships with the same connection direction, connection relationship and connection attribute, and use the remaining node connection relationships as the basic constraint results;

[0095] Based on the basic constraint results, the output quantity constraint operation is performed to count the number of connection relationships corresponding to dialogue nodes, narration nodes, video nodes, advertising nodes, start nodes and start menu nodes. When the count result is greater than 1, the node connection relationships that exceed the preset quantity limit are deleted.

[0096] Count the number of connection relationships corresponding to each connection attribute in each selected node. When the number of connection relationships corresponding to the same connection attribute is greater than 1, delete the node connection relationships that exceed the preset limit to obtain the number constraint result.

[0097] The breadth-first search algorithm is used to perform tracing operations on the plot nodes corresponding to both ends of the node connection relationship containing branch nodes in the quantity constraint result. The branch topology relationship corresponding to each node connection relationship is determined. Based on the determination result, the node connection relationship between different branch nodes is deleted, the node connection relationship between branch nodes and non-branch nodes is deleted, and the node connection relationship between non-branch nodes bypassing branch nodes and connecting to subsequent nodes of branch nodes is deleted, thus obtaining the branch constraint result.

[0098] Based on the branch constraint results, perform a cyclic constraint verification operation, delete node connections with opposite directions and mutually referencing relationships, and treat the node connections in the branch constraint results that have not been deleted as valid connections. Construct a story flow graph based on the valid connections.

[0099] In this embodiment, the plot specification module includes:

[0100] Obtain the node data, connection data, and project configuration data corresponding to the story flow diagram. Perform a full ZodSchema validation operation on the node data, connection data, and project configuration data according to the preset node type rules, connection type rules, and project configuration rules. Filter out data items that do not meet the preset data structure requirements and retain the data items that pass the validation as data to be standardized.

[0101] Based on the node type in the data to be standardized, perform default value filling operation on each plot node, write corresponding preset default values ​​for name, display content, resource reference, attribute parameter, connection attribute, preview configuration, and running configuration for the start node, start menu node, dialogue node, narration node, selection node, video node, side node, advertisement node, and end node respectively, and generate default fill data;

[0102] Perform a Bundle resource expansion operation on the resource reference information in the default fill data, extract the resource package identifier corresponding to each resource reference information, and expand each resource package identifier into the skeleton data file address, atlas description file address, texture image address and frame image address to obtain the resource expansion data. The resource reference information in the default fill data represents the resource reference information after being filled with the default value of the resource reference based on the resource reference information in the node data.

[0103] Based on the resource expansion data, perform structured operations on each plot node, extract the node identifier, type, name, display content, resource reference information, attribute parameters, connection direction, connection relationship and connection attribute corresponding to each plot node, and establish the corresponding data association relationship according to the node connection order in the plot flowchart to generate node structure data;

[0104] Based on the node structure data and project configuration data, a serialization and organization operation is performed to combine the node structure data of each plot node, the connection relationship of each node, and the configuration items of each project in a unified data format to generate a standard plot sequence.

[0105] In this embodiment, the full validation operation of Zod Schema specifically includes:

[0106] According to the preset node type rules, the node data is validated. The completeness and consistency of the fields of node identifier, node type, name, display content, resource reference information and attribute parameters corresponding to each plot node are verified. Node data with missing node identifier, mismatched node type, empty name, missing display content, missing resource reference information, missing attribute parameters and inconsistent field correspondence are deleted.

[0107] According to the preset connection type rules, the connection data is validated. At the same time, the start node identifier and end node identifier corresponding to each connection direction are checked to see if they exist in the node data that has passed the validation. Connection data with missing connection direction, incomplete connection relationship, mismatched connection attributes, or no start node identifier and no end node identifier are deleted.

[0108] According to the preset project configuration rules, the project configuration data is validated. The completeness, format consistency and correspondence of the fields of canvas size, design resolution, resource configuration, preview configuration, and running configuration with the target publishing platform are verified. Project configuration data with missing fields, mismatched field formats and inconsistent field correspondence are deleted.

[0109] Extract the attribute parameters from the verified node data and verify whether there is a background music configuration in the attribute parameters;

[0110] When background music configuration exists in the attribute parameters, check whether the background music configuration is one of three states: background music address, empty string, or not set. An empty string means that the background music will stop playing, and not set means that the background music corresponding to the previous plot node will continue to play.

[0111] When the background music configuration is not present in the attribute parameters, the background music configuration does not belong to any of the three configuration states, the background music configuration is a background music address and does not match the display content and attribute parameters of the corresponding plot node, the background music configuration is an empty string and does not match the attribute parameters of the corresponding plot node, or the background music configuration is not set and does not match the attribute parameters of the corresponding plot node, the display content and attribute parameters of the corresponding plot node are extracted, and the state matching operation is performed according to the preset background music configuration table. The corresponding background music configuration is written according to the matching result.

[0112] Perform association and combination operations on the node data, connection data, and project configuration data that have not been deleted but have been verified and modified to obtain the data to be standardized.

[0113] In this embodiment, the Bundle resource expansion operation specifically includes:

[0114] Extract the resource package identifiers corresponding to each story node based on the resource reference information in the default populated data;

[0115] Based on the resource type corresponding to the resource package identifier, an animation classification operation is performed on the resource package identifier, dividing the resource package identifier into Spine skeletal animation, DragonBones skeletal animation, and sequence frame animation.

[0116] When the resource package identifier corresponds to Spine skeletal animation, extract the bone data file address, atlas description file address, and texture image address corresponding to the resource package identifier, and write the bone data file address, atlas description file address, and texture image address into the resource reference information of the corresponding story node;

[0117] When the resource package identifier corresponds to DragonBones skeletal animation, extract the bone data file address, atlas description file address, and texture image address corresponding to the resource package identifier, and write the bone data file address, atlas description file address, and texture image address into the resource reference information of the corresponding story node;

[0118] When a resource package identifier corresponds to a sequence frame animation, extract the frame image address corresponding to the resource package identifier and write the frame image address into the resource reference information of the corresponding story node;

[0119] Perform a resource path association operation on the written resource reference information to associate the resource reference information with the preview configuration and runtime configuration to obtain resource expansion data.

[0120] In this embodiment, the editing and correction module includes:

[0121] Obtain node structure data and project configuration data from the standard story sequence, extract the canvas size and design resolution from the project configuration data, and map the display content, resource reference information and attribute parameters in the standard story sequence to the preset visual preview canvas according to the canvas size and design resolution.

[0122] Receive drag-and-drop editing commands from users on the visual preview canvas during human-computer interaction, extract the node identifier, drag start position and drag end position corresponding to the drag-and-drop editing command, and locate the corresponding node structure data in the standard plot sequence based on the node identifier;

[0123] The displacement results are calculated based on the start and end positions of the drag, and the displacement results, canvas size and design resolution are input into the KAN network to perform nonlinear fitting operation to obtain the design resolution coordinates of the corresponding node identifier.

[0124] Write the design resolution coordinates into the attribute parameters of the corresponding node identifier, perform attribute write-back operation on the corresponding display content, resource reference information and attribute parameters in the standard plot sequence, and obtain the attribute write-back result;

[0125] The visualization preview canvas is refreshed based on the attribute write-back results, and the standard story sequence corresponding to the attribute write-back results is used as the corrected story sequence.

[0126] In this embodiment, the nonlinear fitting operation specifically includes:

[0127] The lateral and longitudinal displacements in the displacement results are spliced ​​with the canvas size and design resolution in the project configuration data to construct a design coordinate sequence.

[0128] The design coordinate sequence is input into the input layer of the KAN network, and interval mapping operation is performed on each component in the design coordinate sequence to generate the corresponding initial mapping features.

[0129] Based on the preset spline function corresponding to each connection edge in the KAN network, the edge function transformation operation is performed on the initial mapping feature to generate the corresponding nonlinear transformation feature;

[0130] Based on the weight parameters of each layer in the KAN network, a layer-by-layer weighted aggregation operation is performed on each nonlinear transformation feature to generate the corresponding coordinate fitting features.

[0131] Based on the coordinate fitting features, extract the horizontal and vertical coordinate values ​​of the corresponding node identifier at the design resolution, and combine them to generate the design resolution coordinates.

[0132] In this embodiment, the plot analysis module includes:

[0133] Obtain the corrected plot sequence, extract the node structure data, node connection relationship and project configuration data in the corrected plot sequence, and extract the plot association relationship between each plot node according to the node identifier, connection direction, connection relationship and connection attribute;

[0134] Based on the plot relationships, an index building operation is performed on the connection directions between each plot node. A forward edge index table is built according to the start node identifier and end node identifier in the connection direction, and a reverse edge index table is built according to the end node identifier and start node identifier in the connection direction. An option routing table is also built according to the connection attributes and end node identifier corresponding to the selected node.

[0135] Extract the starting node identifier from the project configuration data, and extract the corresponding node structure data from the forward edge index table based on the starting node identifier;

[0136] Perform a plot analysis operation based on the extracted node structure data to extract the corresponding display content, resource reference information, and attribute parameters;

[0137] When the extracted node structure data corresponds to the selected node, the corresponding end node identifier is extracted from the option routing table according to the corresponding connection attribute.

[0138] When the extracted node structure data does not correspond to the selected node, the corresponding end node identifier is extracted according to the forward edge index table;

[0139] The background music configuration is extracted based on the attribute parameters. When the background music configuration in the attribute parameters is in the "unset" state, the reverse breadth-first search algorithm is used to perform a tracing operation based on the reverse edge index table to extract the background music configuration corresponding to the first traced plot node whose background music configuration is not in the "unset" state.

[0140] Based on the extracted display content, resource reference information, attribute parameters, end node identifier, and background music configuration, a node switching operation is performed, and the data corresponding to the node switching operation is written into the plot state sequence to generate an updated plot state sequence.

[0141] In this embodiment, the control adapter module includes:

[0142] Extract the data, node type, resource reference information and target publishing platform corresponding to the node switching operation in the plot state sequence, and locate the corresponding branch node in the plot relationship based on the data corresponding to the node switching operation. Use the breadth-first search algorithm to perform the branch node traversal operation and construct the branch node set.

[0143] Based on the set of side quest nodes and the sequence of story states, assign each side quest node to a state to be entered, a state in progress, and a state that has been completed, and record the main story return position corresponding to the side quest node to generate a set of side quest states.

[0144] Based on the plot state sequence, the side quest state set, the node type and the node connection relationship, the plot control operation is executed. For selected nodes, the corresponding option jump node is extracted. For side quest nodes, side quest entry processing, side quest completion processing, interruption continuation processing and main quest return processing are performed to generate the plot control sequence.

[0145] Based on the node switching relationship in the plot control sequence, extract the display content, resource reference information and attribute parameters from the data corresponding to the node switching operation, and perform texture frame processing on the data corresponding to the node switching operation through RenderTexture;

[0146] Based on the scene switching attribute in the attribute parameters, perform a Tween interpolation operation on the data corresponding to the texture frame capture result and the node switching operation to generate the scene switching result;

[0147] Based on the node type, resource reference information, and target publishing platform in the plot control sequence, perform multi-platform adaptation operations to obtain the node playback results;

[0148] The sliding window preloading and delayed unloading operations are performed according to the plot control sequence, and the running screen is output by combining the scene switching results, node playback results and side quest status sets to obtain the interactive plot running results.

[0149] In this embodiment, the Tween operation specifically includes:

[0150] When the scene switching attribute corresponds to fade-in or fade-out, fade-in and fade-out processing is performed;

[0151] When the scene switching attribute corresponds to cross-fade, cross-fade processing is performed;

[0152] When the scene switching attribute corresponds to a swipe, the swipe action is performed;

[0153] When the scene switching attribute is pushed in, push processing is performed;

[0154] When the scene switching attribute corresponds to erasure, the erasure process is performed;

[0155] When the scene switching attribute corresponds to scaling, scaling is performed;

[0156] When the scene switching attribute corresponds to rotation, rotation processing is performed;

[0157] When the scene switching attribute is blurred, blurring is applied.

[0158] When the scene switching attribute corresponds to pixelation, pixelation processing is performed.

[0159] In this embodiment, the multi-platform adaptation operation specifically includes:

[0160] Based on the target publishing platform, a unified video player interface IVideoPlayer is constructed, and preloading and playback control methods are defined in IVideoPlayer;

[0161] The player selection operation is executed according to the publishing type corresponding to the target publishing platform. When the target publishing platform corresponds to an H5 browser, the HTMLVideoElement is called to perform video loading and playback operations, and the video content is overlaid onto the game canvas.

[0162] When the target publishing platform corresponds to a WeChat mini game, call wx.createVideo to perform video loading and playback operations, and load the video content below the game canvas;

[0163] When the target publishing platform corresponds to Douyin mini game, call createOffscreenVideo to perform off-screen video construction operation, and draw the video frame to the off-screen Canvas through paintTo during each frame playback, and encapsulate the drawing result in the off-screen Canvas into a displayable texture object;

[0164] Based on the drawing results in the off-screen Canvas, the current video frame in the off-screen Canvas is written to the displayable texture object, and a frame-by-frame update operation is performed.

[0165] Create a preloaded cache pool in IVideoPlayer and limit the number of caches in the preloaded cache pool to 2;

[0166] The preloading method is timed out based on a preset preloading duration threshold. When the preloading method lasts for 12 seconds, the preloading ends and the corresponding video loading result is written to the node playback result.

[0167] In this embodiment, the version control module includes:

[0168] Perform dual persistence operations on the corrected plot sequence and plot state sequence, writing the corrected plot sequence and plot state sequence to localStorage and the server;

[0169] A stable serialization operation is performed on the corrected plot sequence and plot state sequence, and the state fingerprint of the serialization result is calculated using the MD5 hash algorithm;

[0170] The status fingerprint is compared with the status fingerprint stored on the server. If the comparison results are inconsistent, a 30-second anti-shake operation is performed on the corrected plot sequence and the plot status sequence, and the version number corresponding to the status fingerprint and the project configuration data is uploaded to the server.

[0171] An optimistic locking conflict check is performed based on the version number corresponding to the project configuration data and the version number stored on the server. When the conflict check results are consistent, the corrected plot sequence, plot state sequence, state fingerprint and version number stored on the server are updated. When the conflict check results are inconsistent, the corrected plot sequence and plot state sequence are loaded, overwritten and exported based on the user's selection results in the human-computer interaction process to generate version control results.

[0172] Example 1: To verify the feasibility of this invention in practice, it was applied to the production and release of an interactive story game. This interactive story game includes a main storyline, multiple side storylines, character dialogues, video clips, background music, skeletal animation, frame-by-frame animation, and multiple ending transitions. The overall storyline has a total of 428 nodes, including start nodes, start menu nodes, dialogue nodes, narration nodes, selection nodes, video nodes, side story nodes, advertisement nodes, and end nodes. There are 612 connections between these nodes, 14 side stories, 18 background music tracks, 11 video clips, 27 sets of skeletal animation, and 35 sets of frame-by-frame animation.

[0173] Before this invention, creators primarily maintained story content through scripts. Due to the large number of story nodes and the complex branch structure, issues frequently arose during editing, such as duplicate node connections, incorrect branch-to-main story connections, loop connections, missing background music configurations, and incorrect resource references. Especially in the later stages of the story, as the number of branches increased, creators found it difficult to directly determine the connections between branches using scripts, often requiring repeated checks of the script files. Furthermore, the positions of character portraits, dialogue boxes, skeletal animations, and background music transitions also needed to be reviewed after editing and exported to the runtime environment. If the positions were found to be unsuitable, the creators had to return to the script to modify the coordinates and then re-export and run the script. This entire adjustment process was cumbersome, significantly increasing the production cycle.

[0174] Using this invention, all plot content is first imported into the data acquisition module, automatically generating a set of plot nodes including start nodes, dialogue nodes, selection nodes, branch nodes, video nodes, and end nodes, and automatically converting the jump relationships between nodes into node connection relationships. In the visual preview canvas, the creator arranges each plot node on the canvas by dragging and dropping, and then establishes the connection relationships between nodes by dragging and dropping lines. Whenever a new connection relationship is established, the topology verification module immediately performs branch tracing using a breadth-first search algorithm, and makes real-time judgments on duplicate connections, self-connections, circular connections, cross-branch connections, and connections that bypass branch entrances. When it is detected that a branch node is directly connected to an internal node of another branch, the visual preview canvas immediately pops up a prompt message and automatically deletes the corresponding connection, thereby avoiding errors in subsequent plot logic.

[0175] During the storyline specification process, the system performs a full Zod Schema validation on node data, connection data, and project configuration data, and automatically fills in missing node names, display content, background music configurations, and resource parameters. When a dialogue node lacks background music configuration, the system automatically determines whether the node needs to inherit the background music from the previous node; when a video node lacks a corresponding video resource address, the system automatically marks it as an anomaly and stops subsequent exporting. For skeletal animation and sequence frame animation, the system automatically expands the corresponding skeletal data file, atlas file, and texture file based on the Bundle resource identifier, avoiding the need for creators to manually fill in multiple resource addresses.

[0176] After completing the storyline specifications, creators can drag and adjust character portraits, dialogue boxes, text areas, and animation positions in the visual preview canvas. During the dragging process, the editing and correction module receives dragging commands from the user in real time during human-computer interaction and uses a KAN network to fit the correspondence between the drag displacement result, canvas size, and design resolution, automatically calculating the new design resolution coordinates. After the dragging ends, the corresponding attribute parameters are immediately written back to the corrected storyline sequence, and the preview canvas is refreshed. Creators can directly observe the adjustment results without repeatedly exporting and running the code. For some scenes containing complex dialogues and animation transitions, creators can also directly view character speech highlighting, background music switching, scene transitions, and video playback effects in the preview canvas.

[0177] During the story analysis and execution phase, the system automatically builds a forward edge index table, a reverse edge index table, and an option routing table based on the corrected story sequence. The control and adaptation module performs a breadth-first search traversal of all branch nodes and automatically generates pending, active, and completed states. When a player enters a branch, the system automatically records the corresponding main story return position; when a branch is completed, the system automatically returns to the main story to continue running, while hiding the entry point of the completed branch to avoid repeated triggering. For switching between multiple consecutive scenes, the system first performs texture frame capture on the current scene using RenderTexture, and then performs Tween tweening operations based on the scene switching attributes to achieve scene transition effects such as fade-in / fade-out, sliding, and blurring. Background music uses a reverse breadth-first search to trace the story node with the most recently explicitly configured background music, thereby automatically completing background music inheritance. For different operating environments such as web pages and mini-games, the system uniformly calls the IVideoPlayer interface and automatically switches between HTMLVideoElement, wx.createVideo, and createOffscreenVideo playback modes according to the target publishing platform to achieve consistent operation across multiple platforms.

[0178] During collaborative production, the version control module continuously performs dual persistence on the corrected story sequence and the story state sequence. Edited content is written to localStorage in real time and automatically uploaded to the server after a fixed interval. The system performs stable serialization and MD5 state fingerprint calculation on the corrected story sequence before each save, and performs optimistic locking verification in conjunction with the version number. When two creators modify the same branch simultaneously, the one who saves later will receive a version conflict warning and can choose to load the server version, overwrite the save, or export the differences. Throughout the entire process, no data overwrite issues caused by multiple editors occurred.

[0179] Table 1. Comparison of Editing and Running Effects of Interactive Story Games

[0180] Indicator Name Using traditional scripting methods Using the method of the present invention Number of plot nodes 428 428 Number of connection relationships 612 items 612 items Number of branches 14 articles 14 articles Average time per plot logic check 46 minutes 8 minutes Number of node connection errors 37 places 3 places Number of branch connection errors 19 places 1 place Number of loop connections 11 places 0 Background music missing quantity 15 places 1 place Number of animation resource reference errors 12 places 0 Number of video resource reference errors 7 places 0 Average number of times the character's position is adjusted 6.8 times 1.9 times Average number of dialog box position adjustments 5.4 times 1.7 times Average preview time per scene 18 seconds 2 seconds Average stuttering time during scene transitions 1.6 seconds 0.2 seconds Branch recovery accuracy 71.3% 100% Number of modifications required for multi-platform adaptation 13 times 1 time Number of version conflicts generated by multi-person collaboration 9 times 9 times Number of times data was lost due to version conflicts 6 times 0 times Average autosave success rate 82.4% 99.6% Overall production cycle 100% 63%

[0181] As shown in Table 1, after adopting the present invention, the plot nodes and branch structures can be automatically verified in the editing stage through the breadth-first search algorithm, which reduces the number of node connection errors from 37 to 3, the number of branch connection errors from 19 to 1, and completely eliminates cyclic connections.

[0182] By using visual preview, human-computer interaction drag and drop, and KAN network coordinate fitting, the average number of adjustments to the character portrait position and dialog box position was significantly reduced, and the preview time for a single scene was shortened from 18 seconds to 2 seconds.

[0183] Through the Bundle resource expansion and background music inheritance mechanism, configuration errors in animation resources, video resources, and background music are basically eliminated.

[0184] Through a unified video interface, multi-platform adaptation, and dual persistence mechanisms, the interactive story game maintains stable operation in different operating environments, and no data loss occurs during multi-user collaborative editing.

[0185] Overall, this invention effectively solves the problems of complex plot structure, low editing efficiency, chaotic resource management, difficulty in multi-platform adaptation, and unstable version control in the production of interactive story games.

[0186] The above description is only a preferred embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any equivalent substitutions or modifications made by those skilled in the art within the scope of the technology disclosed in the present invention, based on the technical solution and inventive concept of the present invention, should be covered within the scope of protection of the present invention.

Claims

1. An interactive story game editing and running system based on visual flowcharts, characterized in that, include: The data acquisition module is used to acquire node data, connection data, and project configuration data required for creating interactive story games, and to build a set of story nodes based on the node data; The topology verification module is used to extract the node connection relationships between each story node based on node data and connection data. It uses a breadth-first search algorithm to perform topology verification operations on the node connection relationships to obtain the story flow chart. The plot specification module is used to perform full ZodSchema validation, default value filling, Bundle resource expansion and structured operations on node data, connection data and project configuration data according to the plot flowchart, and extract standard plot sequences. The editing and correction module is used to map the standard plot sequence to a preset visual preview canvas, and to receive drag-and-drop editing instructions from the user during human-computer interaction. Based on the drag-and-drop editing instructions, the module performs coordinate correction and attribute write-back on the standard plot sequence to obtain the corrected plot sequence. The plot analysis module is used to extract the plot relationships between each plot node based on the corrected plot sequence, and to perform plot analysis and node switching operations to generate a plot state sequence. The control adaptation module is used to perform branch node traversal operations based on the plot state sequence using a breadth-first search algorithm, assign state labels according to the traversal results, generate plot control sequences, and perform multi-platform adaptation operations in conjunction with a unified operation interface to obtain interactive plot operation results. The version control module is used during game development to perform dual persistence, state fingerprint calculation, and optimistic locking conflict verification operations on the corrected plot sequence and plot state sequence, and generate version control results corresponding to the interactive plot execution results.

2. The interactive story game editing and running system based on visual flowcharts according to claim 1, characterized in that, The node data includes the node identifier, type, name, display content, resource reference information, and attribute parameters of each plot node. The connection data includes the connection direction, connection relationship, and connection attributes between each plot node. The project configuration data includes the canvas size, design resolution, resource configuration, preview configuration, running configuration, and target publishing platform of the interactive plot game. The plot node set includes start node, start menu node, dialogue node, narration node, selection node, video node, side node, advertisement node, and end node. Each plot node corresponds to an independent node data structure, canvas rendering style, attribute editing form, and preview component. The visual preview canvas represents a graphical display area used to display the plot content and editing results corresponding to the standard plot sequence. The user represents the human-computer interaction participant who performs editing operations on the interactive plot game. The human-computer interaction process refers to the user's participation in the plot editing process by performing input, drag, and adjustment operations through the visual preview canvas.

3. The interactive story game editing and running system based on visual flowcharts according to claim 1, characterized in that, The topology verification module includes: Extract the node connection relationships between each story node by combining node data and connection data; Based on the node connection relationship, perform basic constraint operations, delete node connection relationships where the start and end positions of the connection direction correspond to the same story node, delete node connection relationships with the same connection direction, connection relationship and connection attribute, and use the remaining node connection relationships as the basic constraint results; Based on the basic constraint results, the output quantity constraint operation is performed to count the number of connection relationships corresponding to dialogue nodes, narration nodes, video nodes, advertising nodes, start nodes and start menu nodes. When the count result is greater than 1, the node connection relationships that exceed the preset quantity limit are deleted. Count the number of connection relationships corresponding to each connection attribute in each selected node. When the number of connection relationships corresponding to the same connection attribute is greater than 1, delete the node connection relationships that exceed the preset limit to obtain the number constraint result. The breadth-first search algorithm is used to perform tracing operations on the plot nodes corresponding to both ends of the node connection relationship containing branch nodes in the quantity constraint result. The branch topology relationship corresponding to each node connection relationship is determined. Based on the determination result, the node connection relationship between different branch nodes is deleted, the node connection relationship between branch nodes and non-branch nodes is deleted, and the node connection relationship between non-branch nodes bypassing branch nodes and connecting to subsequent nodes of branch nodes is deleted, thus obtaining the branch constraint result. Based on the branch constraint results, perform a cyclic constraint verification operation, delete node connections with opposite directions and mutually referencing relationships, and treat the node connections in the branch constraint results that have not been deleted as valid connections. Construct a story flow graph based on the valid connections.

4. The interactive story game editing and running system based on visual flowcharts according to claim 1, characterized in that, The plot specification module includes: Obtain the node data, connection data, and project configuration data corresponding to the story flow diagram. Perform a full Zod Schema validation operation on the node data, connection data, and project configuration data according to the preset node type rules, connection type rules, and project configuration rules. Filter out data items that do not meet the preset data structure requirements and retain the data items that pass the validation as data to be standardized. Based on the node type in the data to be standardized, perform default value filling operation on each plot node, write corresponding preset default values ​​for name, display content, resource reference, attribute parameter, connection attribute, preview configuration, and running configuration for the start node, start menu node, dialogue node, narration node, selection node, video node, side node, advertisement node, and end node respectively, and generate default fill data; Perform a Bundle resource expansion operation on the resource reference information in the default fill data, extract the resource package identifier corresponding to each resource reference information, and expand each resource package identifier into the skeleton data file address, atlas description file address, texture image address and frame image address to obtain the resource expansion data. The resource reference information in the default fill data represents the resource reference information after being filled with the default value of the resource reference based on the resource reference information in the node data. Based on the resource expansion data, perform structured operations on each plot node, extract the node identifier, type, name, display content, resource reference information, attribute parameters, connection direction, connection relationship and connection attribute corresponding to each plot node, and establish the corresponding data association relationship according to the node connection order in the plot flowchart to generate node structure data; Based on the node structure data and project configuration data, a serialization and organization operation is performed to combine the node structure data of each plot node, the connection relationship of each node, and the configuration items of each project in a unified data format to generate a standard plot sequence.

5. The interactive story game editing and running system based on visual flowcharts according to claim 4, characterized in that, The full verification operation of Zod Schema specifically includes: According to the preset node type rules, the node data is validated. The completeness and consistency of the fields of node identifier, node type, name, display content, resource reference information and attribute parameters corresponding to each plot node are verified. Node data with missing node identifier, mismatched node type, empty name, missing display content, missing resource reference information, missing attribute parameters and inconsistent field correspondence are deleted. According to the preset connection type rules, the connection data is validated. At the same time, the start node identifier and end node identifier corresponding to each connection direction are checked to see if they exist in the node data that has passed the validation. Connection data with missing connection direction, incomplete connection relationship, mismatched connection attributes, or no start node identifier and no end node identifier are deleted. According to the preset project configuration rules, the project configuration data is validated. The completeness, format consistency and correspondence of the fields of canvas size, design resolution, resource configuration, preview configuration, and running configuration with the target publishing platform are verified. Project configuration data with missing fields, mismatched field formats and inconsistent field correspondence are deleted. Extract the attribute parameters from the verified node data and verify whether there is a background music configuration in the attribute parameters; When background music configuration exists in the attribute parameters, check whether the background music configuration is one of three states: background music address, empty string, or not set. An empty string means that the background music will stop playing, and not set means that the background music corresponding to the previous plot node will continue to play. When the background music configuration is not present in the attribute parameters, the background music configuration does not belong to any of the three configuration states, the background music configuration is a background music address and does not match the display content and attribute parameters of the corresponding plot node, the background music configuration is an empty string and does not match the attribute parameters of the corresponding plot node, or the background music configuration is not set and does not match the attribute parameters of the corresponding plot node, the display content and attribute parameters of the corresponding plot node are extracted, and the state matching operation is performed according to the preset background music configuration table. The corresponding background music configuration is written according to the matching result. Perform association and combination operations on the node data, connection data, and project configuration data that have not been deleted but have been verified and modified to obtain the data to be standardized.

6. The interactive story game editing and running system based on visual flowcharts according to claim 1, characterized in that, The editing and correction module includes: Obtain node structure data and project configuration data from the standard story sequence, extract canvas size and design resolution from the project configuration data, and map the display content, resource reference information and attribute parameters in the standard story sequence to the preset visual preview canvas based on the canvas size and design resolution. Receive drag-and-drop editing commands from users on the visual preview canvas during human-computer interaction, extract the node identifier, drag start position and drag end position corresponding to the drag-and-drop editing command, and locate the corresponding node structure data in the standard plot sequence based on the node identifier; The displacement results are calculated based on the start and end positions of the drag, and the displacement results, canvas size and design resolution are input into the KAN network to perform nonlinear fitting operation to obtain the design resolution coordinates of the corresponding node identifier. Write the design resolution coordinates into the attribute parameters of the corresponding node identifier, perform attribute write-back operation on the corresponding display content, resource reference information and attribute parameters in the standard plot sequence, and obtain the attribute write-back result; Refresh the visual preview canvas based on the attribute write-back results, and use the standard story sequence corresponding to the attribute write-back results as the corrected story sequence.

7. The interactive story game editing and running system based on visual flowcharts according to claim 1, characterized in that, The plot analysis module includes: Obtain the corrected plot sequence, extract the node structure data, node connection relationship and project configuration data in the corrected plot sequence, and extract the plot association relationship between each plot node according to the node identifier, connection direction, connection relationship and connection attribute; Based on the plot relationships, an index building operation is performed on the connection directions between each plot node. A forward edge index table is built according to the start node identifier and end node identifier in the connection direction, and a reverse edge index table is built according to the end node identifier and start node identifier in the connection direction. An option routing table is also built according to the connection attributes and end node identifier corresponding to the selected node. Extract the starting node identifier from the project configuration data, and extract the corresponding node structure data from the forward edge index table based on the starting node identifier; Perform a plot analysis operation based on the extracted node structure data to extract the corresponding display content, resource reference information, and attribute parameters; When the extracted node structure data corresponds to the selected node, the corresponding end node identifier is extracted from the option routing table according to the corresponding connection attribute. When the extracted node structure data does not correspond to the selected node, the corresponding end node identifier is extracted according to the forward edge index table; The background music configuration is extracted based on the attribute parameters. When the background music configuration in the attribute parameters is in the "unset" state, the reverse breadth-first search algorithm is used to perform a tracing operation based on the reverse edge index table to extract the background music configuration corresponding to the first traced plot node whose background music configuration is not in the "unset" state. Based on the extracted display content, resource reference information, attribute parameters, end node identifier, and background music configuration, a node switching operation is performed, and the data corresponding to the node switching operation is written into the plot state sequence to generate an updated plot state sequence.

8. The interactive story game editing and running system based on visual flowcharts according to claim 1, characterized in that, The control adaptation module includes: Extract the data, node type, resource reference information and target publishing platform corresponding to the node switching operation in the plot state sequence, and locate the corresponding branch node in the plot relationship based on the data corresponding to the node switching operation. Use the breadth-first search algorithm to perform the branch node traversal operation and construct the branch node set. Based on the set of side quest nodes and the sequence of story states, assign each side quest node to a state to be entered, a state in progress, and a state that has been completed, and record the main story return position corresponding to the side quest node to generate a set of side quest states. Based on the plot state sequence, the side quest state set, the node type and the node connection relationship, the plot control operation is executed. For selected nodes, the corresponding option jump node is extracted. For side quest nodes, side quest entry processing, side quest completion processing, interruption continuation processing and main quest return processing are performed to generate the plot control sequence. Based on the node switching relationship in the plot control sequence, extract the display content, resource reference information and attribute parameters from the data corresponding to the node switching operation, and perform texture frame processing on the data corresponding to the node switching operation through RenderTexture; Based on the scene switching attribute in the attribute parameters, perform a Tween interpolation operation on the data corresponding to the texture frame capture result and the node switching operation to generate the scene switching result; Based on the node type, resource reference information, and target publishing platform in the plot control sequence, perform multi-platform adaptation operations to obtain the node playback results; The sliding window preloading and delayed unloading operations are performed according to the plot control sequence, and the running screen is output by combining the scene switching results, node playback results and side quest status sets to obtain the interactive plot running results.

9. The interactive story game editing and running system based on visual flowcharts according to claim 8, characterized in that, The multi-platform adaptation operation specifically includes: Based on the target publishing platform, a unified video player interface IVideoPlayer is constructed, and preloading and playback control methods are defined in IVideoPlayer; The player selection operation is executed according to the publishing type corresponding to the target publishing platform. When the target publishing platform corresponds to an H5 browser, the HTMLVideoElement is called to perform video loading and playback operations, and the video content is overlaid onto the game canvas. When the target publishing platform corresponds to a WeChat mini game, call wx.createVideo to perform video loading and playback operations, and load the video content below the game canvas; When the target publishing platform corresponds to Douyin mini game, call createOffscreenVideo to perform off-screen video construction operation, and draw the video frame to the off-screen Canvas through paintTo during each frame playback, and encapsulate the drawing result in the off-screen Canvas into a displayable texture object; Based on the drawing results in the off-screen Canvas, the current video frame in the off-screen Canvas is written to the displayable texture object, and a frame-by-frame update operation is performed. Create a preloaded cache pool in IVideoPlayer and limit the number of caches in the preloaded cache pool to a preset number; The preloading method is timed out based on a preset preloading duration threshold. When the preloading method lasts for the preset duration, the preloading ends and the corresponding video loading result is written to the node playback result.

10. The interactive story game editing and running system based on visual flowcharts according to claim 1, characterized in that, The version control module includes: Perform dual persistence operations on the corrected plot sequence and plot state sequence, writing the corrected plot sequence and plot state sequence to localStorage and the server; A stable serialization operation is performed on the corrected plot sequence and plot state sequence, and the state fingerprint of the serialization result is calculated using the MD5 hash algorithm; The state fingerprint is compared with the state fingerprint stored on the server. When the comparison results are inconsistent, a fixed-duration anti-shake operation is performed on the corrected plot sequence and the plot state sequence, and the version number corresponding to the state fingerprint and the project configuration data is uploaded to the server. An optimistic locking conflict check is performed based on the version number corresponding to the project configuration data and the version number stored on the server. When the conflict check results are consistent, the corrected plot sequence, plot state sequence, state fingerprint and version number stored on the server are updated. When the conflict check results are inconsistent, the corrected plot sequence and plot state sequence are loaded, overwritten and exported based on the user's selection results in the human-computer interaction process to generate version control results.