Virtual card game editing method, device, program product and electronic device
By displaying the game screen and component associations to be edited through a graphical user interface, this solves the problem of high programming requirements for editing virtual card games, enabling personalized customization and convenient editing of card games, and is suitable for UGC scenarios.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-04-15
- Publication Date
- 2026-06-09
AI Technical Summary
Existing virtual card game editing technology requires high programming skills, making it difficult for non-professionals to edit on their own and unsuitable for UGC scenarios.
The game screen to be edited is displayed through a graphical user interface, the target virtual card component is identified, and the relationship is established in response to the attribute configuration operation. Interactive area components are created to realize the personalized customization of the card game.
Personalized customization of card game functions can be achieved without complex code editing, improving editing convenience and flexibility, and is suitable for UGC scenarios.
Smart Images

Figure CN122164082A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, program product and electronic device for editing virtual card games. Background Technology
[0002] Virtual card games are strategy games that use cards as the core interactive medium. Players participate in this type of game by building decks, managing cards, and choosing when and in what order to play their cards.
[0003] In related technologies, virtual card games are typically created by developers using the basic user interface functions and scripting capabilities of a game engine, requiring a high level of programming skill. For non-professionals, the learning curve for creating virtual card games is too steep, making it difficult to get started and unsuitable for UGC (User Generated Content) scenarios.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] This disclosure provides a method for editing virtual card games, a device for editing virtual card games, a computer program product, and an electronic device, to at least partially solve the problem of the high difficulty of editing virtual card games in related technologies.
[0006] According to a first aspect of this disclosure, a method for editing a virtual card game is provided, comprising: displaying a game screen to be edited through a graphical user interface, the game screen to be edited including at least one of the following: a game scene to be edited and a game interface to be edited; determining a target virtual card component; in response to a first attribute configuration operation, establishing an association between the target virtual card component and a target item, wherein the item is configured with item virtual attributes and / or item game logic; and in response to a region configuration operation, creating an interactive region component in the game screen to be edited, the interactive region component being configured to respond to a trigger operation targeting the target virtual card component during the game running phase.
[0007] According to a second aspect of this disclosure, a virtual card game editing device is provided, comprising: a game screen display module for displaying a game screen to be edited through a graphical user interface, the game screen to be edited including at least one of the following: a game scene to be edited and a game interface to be edited; a card component determination module for determining a target virtual card component; a first attribute configuration module for establishing an association between the target virtual card component and a target item in response to a first attribute configuration operation, wherein the item is configured with item virtual attributes and / or item game logic; and an interaction area configuration module for creating an interaction area component in the game screen to be edited in response to an area configuration operation, the interaction area component being configured to respond to a trigger operation targeting the target virtual card component during game operation.
[0008] According to a third aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the virtual card game editing method of the first aspect described above and its possible implementations.
[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the virtual card game editing method of the first aspect and possible implementations thereof by executing the executable instructions.
[0010] The technical solution disclosed herein has the following beneficial effects: In the aforementioned virtual card game editing process, a game screen to be edited is displayed through a graphical user interface. The game screen includes at least one of the following: a game scene to be edited and a game interface to be edited; a target virtual card component is determined; in response to a first attribute configuration operation, an association is established between the target virtual card component and a target item, wherein the item is configured with virtual attributes and / or item game logic; in response to a region configuration operation, an interactive region component is created in the game screen to be edited, and the interactive region component is configured to respond to trigger operations targeting the target virtual card component during game execution. In this disclosure, users can create a basic virtual card game through simple attribute and region configuration operations. The entire process does not involve complex code editing, which not only enables personalized customization of card game functions to meet the creative needs of different users, but also improves the convenience and flexibility of card game editing, making it well-suited for UGC scenarios. Attached Figure Description
[0011] Figure 1 A flowchart illustrating a virtual card game editing method in this exemplary embodiment is shown. Figure 2 A schematic diagram of a second editing game interface is shown in this exemplary embodiment; Figure 3 This diagram illustrates an interface diagram of attribute configuration in this exemplary embodiment; Figure 4 This illustration shows an interface diagram illustrating the establishment of a binding relationship between a card element and the virtual attributes of an item in this exemplary embodiment. Figure 5 This diagram illustrates an interface configuration for an interactive area in this exemplary embodiment. Figure 6 This exemplary embodiment illustrates a UGC-based card game editing flowchart; Figure 7 This diagram illustrates a structural block diagram of a virtual card game editing device according to this exemplary embodiment; Figure 8 This exemplary embodiment shows an electronic device for implementing the above-described virtual card game editing method. Detailed Implementation
[0012] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0014] In related technologies, virtual card games are typically created by developers using the basic user interface functions and scripting capabilities of a game engine, requiring a high level of programming skill. For non-professionals, the learning curve for creating virtual card games is too steep, making it difficult to get started and unsuitable for UGC (User Generated Content) scenarios.
[0015] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a virtual card game editing method, a virtual card game editing device, a computer program product, and an electronic device.
[0016] In one embodiment of this disclosure, the virtual card game editing method can run on a local terminal device or a server. When the virtual card game editing method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0017] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual card game editing method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the game processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0018] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0019] In one alternative implementation, refer to Figure 1 The flowchart shown illustrates a method for editing a virtual card game, specifically including the following steps S110 to S140: Step S110: Display the game screen to be edited through the graphical user interface. The game screen to be edited includes at least one of the following: the game scene to be edited and the game interface to be edited. Step S120: Determine the target virtual card component; Step S130: In response to the first attribute configuration operation, establish the association between the target virtual card component and the target item, wherein the item is configured with item virtual attributes and / or item game logic; In step S140, in response to the region configuration operation, an interactive region component is created in the game screen to be edited. The interactive region component is configured to respond to trigger operations on the target virtual card component during the game running phase.
[0020] Figure 1 The method shown allows users to create basic virtual card games through simple attribute and region configuration operations. The entire process does not involve complex code editing. It not only enables personalized customization of card game functions to meet the creative needs of different users, but also improves the convenience and flexibility of card game editing, making it well-suited for UGC scenarios.
[0021] The following is about Figure 1 Each step in the process will be explained in detail.
[0022] In step S110, the game screen to be edited is displayed through a graphical user interface. The game screen to be edited includes at least one of the following: the game scene to be edited and the game interface to be edited.
[0023] Specifically, during the game editing stage, the game screen to be edited can be displayed through a graphical user interface, allowing users to perform visual editing of the virtual card game.
[0024] The graphical user interface (GUI) is a visual editor integrated into the game creation platform. This interface provides a toolbar, a properties panel, and a canvas area. For example, after a user launches the game creation platform, the system displays a main editing interface. The left side features a toolbar with icons for "scene objects," "UI controls," and "cards," the middle area is the canvas occupying most of the space, and the right side is the properties configuration panel. Users can directly drag, drop, and click on the canvas to edit game content. For instance, when a user wants to create a card battle game, they first create a new project on the platform, and the system immediately displays this editing interface, allowing the user to begin designing the game's scene or interface. The game screen to be edited can include at least one of the following: a game scene to be edited and a game interface to be edited.
[0025] The game scene to be edited refers to a virtual scene that can be edited by the user and can serve as an interactive scene for virtual card components. In one embodiment of this disclosure, the game scene to be edited may include various scene components, such as virtual buildings, virtual vegetation, and virtual furniture. The game scene to be edited can be a basic virtual scene pre-made by the developer or a custom virtual scene created by the user; this disclosure does not specifically limit this. The game scene to be edited is typically a visual view presented during the editing stage for constructing a three-dimensional virtual world. It usually allows users to preview and edit the game's three-dimensional spatial layout, scene objects, and visual presentation.
[0026] The game interface to be edited can be a visual view presented during the editing stage, used for designing a two-dimensional user interface. It typically allows users to lay out and configure UI controls, buttons, text, and other planar interactive elements for game execution. In an optional implementation, it is the canvas area of the UI editor, specifically used for designing and placing two-dimensional UI controls. For example, when a user selects "UI Editing" mode in the editing interface, the central canvas area switches to a two-dimensional planar view. The user can drag and drop basic UI controls such as images, buttons, and text from the toolbar onto the canvas and adjust their position and size to construct the interface seen by the player during game execution. For instance, if a user is designing the main menu interface for a card game, they can drag buttons such as "Start Game," "Card Gallery," and "Settings" into the canvas and arrange them neatly.
[0027] Optionally, this disclosure can be applied to UGC platforms to meet users' personalized editing needs for virtual card games. When the terminal device runs the game program, it can control the display of the game screen to be edited during the game editing stage. In one embodiment of this disclosure, the game program can be a main game program that provides virtual card game editing functions (such as a game editor built into the game program). When the user uses this function, the game screen to be edited can be displayed within the main game program. Alternatively, the game program can also be an editing program that is paired with the main game program. This editing program can run independently without running the main game program, and when using the editing program to edit the virtual card game, the game screen to be edited is displayed.
[0028] This exemplary implementation supports player-customized editing; therefore, the term "user" in this document can refer to either game developers or players.
[0029] In this disclosure, the game editing stage refers to the stage of editing, adjusting, modifying, and perfecting the card game content. The game running stage refers to the stage where players officially enter the game, start playing, and interact with the game content in real time. Specifically, the game running stage can be the process by which the edited game program is launched by the player and runs normally. It typically serves as the final environment where interactive area components and card components function, translating the configurations of the editing stage into the actual player experience.
[0030] In step S120, the target virtual card component is determined.
[0031] The target virtual card component refers to the virtual card component to be edited. This can be a pre-made basic virtual card component or a user-defined virtual card component. Pre-made basic virtual card components can be basic virtual card component styles and structures pre-made by professionals, while user-defined virtual card components can be virtual card styles and structures created by users according to their individual needs. It should be noted that virtual card components can serve as the basic operational units in card games and are composed of various card elements.
[0032] A target virtual card component can be an interactive graphical user interface unit used to represent specific game entities in a card game. It typically serves as the core carrier for player actions and strategy execution during game execution, and can present different appearances and trigger different logic depending on the configuration.
[0033] For example, in response to a card selection operation, a target virtual card component can be selected from a plurality of created virtual card components. The created virtual card components can be pre-designed basic virtual card components or user-defined virtual card components; this disclosure does not specifically limit their selection.
[0034] For example, in response to a card creation operation, the created virtual card component can also be used as the target virtual card component. Here, the card creation operation refers to a user operation used to personalize the style and structure of the virtual card component.
[0035] In one alternative implementation, a virtual card component can be created by the following steps: controlling the display of a second editing game interface, the second editing game interface providing card elements that can be added; in response to an element splicing operation for the card elements that can be added, controlling the splicing of the card elements that can be added to generate a virtual card component.
[0036] The second editing game interface refers to the game interface that allows users to add card elements and edit the style and structure of virtual card components.
[0037] The addable card elements can be pre-made basic card elements or user-defined personalized card elements; this disclosure does not impose specific limitations on them. Optionally, the addable card elements can be displayed on one side of the second editing game interface for the user to choose from, and may include, but are not limited to, background styles, character illustrations, card names, effect descriptions, attribute values, card borders, and status markers. It should be noted that card elements are the basic units constituting virtual card components, and their forms of expression can include, but are not limited to, text, patterns, numbers, symbols, and other forms of expression; this disclosure does not impose specific limitations on them.
[0038] Among them, the element splicing operation refers to the user operation of customizing and combining card elements that can be added.
[0039] For example, the second editing game interface may include a card component editing area, which can control the addition of card elements in the card component editing area in response to an element addition operation that allows card elements to be added to the card component editing area in the second editing game interface, and generate virtual card components based on the card elements added in the card component editing area.
[0040] For example, such as Figure 2 The diagram illustrates a second game editing interface. This second game editing interface may include a display area 201 for adding card elements and a card component editing area 202. It can control the addition of card elements in the card component editing area 202 in response to drag-and-drop operations from the display area 201 to the editing area 202. It can also control the adjustment of the size and / or position of the added card elements in the editing area 202 in response to adjustments in their size and / or position, and combine the added card elements in the editing area 202 to form a virtual card component 203.
[0041] By constructing virtual card components through element splicing, the utilization rate of existing card elements can be improved. The operation is relatively convenient, the user learning cost is low, and it can provide users with an editing foundation for editing virtual card games.
[0042] It should be noted that, in practical applications, in order to further improve editing efficiency, the second editing game interface can also provide some pre-made basic virtual card components. These components can be customized by the user through operations such as element replacement, element addition, element deletion, element size adjustment, and element position adjustment. This allows users to obtain customized virtual card components to meet their personalized editing needs. This disclosure does not impose any specific limitations on this.
[0043] In step S130, in response to the first attribute configuration operation, an association relationship is established between the target virtual card component and the target item, wherein the item is configured with item virtual attributes and / or item game logic.
[0044] Among them, the first attribute configuration operation refers to the user operation of personalizing the virtual card component and the associated items.
[0045] In this context, a target item refers to an item that needs to be associated with a target virtual card component, and can be configured with virtual attributes and / or game logic. A target item can be a data entity defined in the game's underlying logic, carrying specific game rules and numerical attributes. It typically serves as the logical core of a card during game execution, determining the card's actual effects, attributes, and behavioral rules. In an optional implementation, a target item is a data object created in the game item editor with fully defined attributes. For example, a game creation platform provides a separate item editor where users can create an item named "Frostbolt" and configure its virtual attributes (such as "Damage: 3", "Mana Cost: 2") and game logic (such as "Effect: Deals 3 damage to the target and freezes them for one turn"). This "Frostbolt" item is a target item independent of the UI. For example, a user might pre-define a "Holy Light" item in the item editor, whose virtual attributes include "Healing Amount: 5", and whose game logic is "Restores 5 health to a friendly target unit". When editing a card, he associates a card component with this item, and then that card will have the effect of healing friendly units in the game.
[0046] Among them, the virtual attributes of items and the game logic of items can be used to define the core attributes and dynamic behaviors of the associated virtual card components, which are the core mechanism foundation of card games. For example, the virtual attributes of items may include, but are not limited to: basic attributes, numerical attributes, resource attributes, skill attributes, restriction attributes, status attributes, etc., and this disclosure does not specifically limit them; the game logic of items may include, but is not limited to: resource consumption logic, status change logic, numerical update logic, skill growth logic, etc.
[0047] For example, in response to an item selection operation, a target item can be determined from a plurality of created items, and an association relationship can be established between the target virtual card component and the target item. Created items refer to item objects pre-configured with item virtual attributes and / or item game logic. These may include one or more item virtual attributes and one or more item game logic pre-configured; this disclosure does not specifically limit this. Furthermore, created items can be either system-pre-built basic item objects or personalized item objects defined by the user according to their needs; this disclosure does not specifically limit this either.
[0048] For example, such as Figure 3 As shown, a schematic diagram of an attribute configuration interface is provided. Users can select a target item from the item list 301 on the left and a target virtual card component from the virtual card component list 302 on the right to achieve mutual association between the target virtual card component and the target item.
[0049] Virtual attributes of items can be numerical or state-based parameters that describe the state or characteristics of a target item. They typically quantify the item's effectiveness, define its current state, and can dynamically change during gameplay. In one optional implementation, virtual attributes include numerical values that directly affect game progress, such as attack power, health points, cost, and durability. For example, the target item "Charging Boar" associated with a card has virtual attributes configured as "Attack Power: 5," "Health Points: 3," and "Cost: 4." When the card is played in the game, these attribute values will participate in combat calculations as core data. For example, a card associated with the "Wall" item has a virtual attribute "Defense Power" of 10, meaning that when this card takes effect in the game in some form, it will provide a 10-point defense bonus to our side.
[0050] In this context, item game logic can be a predefined set of procedural rules or effect scripts associated with a target item. It typically defines the in-game events, state changes, or numerical calculations that should be triggered when the item is used under specific conditions. In an optional implementation, item game logic is an executable logic block encapsulated in the form of a script, trigger, or effect node graph. For example, the game logic associated with the target item "Whirlwind Slash" is a script defined as: "When this card is used, deal 1 damage to all enemy minions." This script logic is executed when the player uses this card during the game. For instance, the game logic associated with the item "Time Warp" is a complex sequence of triggers with the effect: "At the end of this turn, you gain an extra turn." This logic determines the card's unique and powerful effect.
[0051] By configuring the first attribute, different virtual item attributes and / or item game logic can be assigned to different virtual card components, so that different virtual card components have different game performances during the game operation phase. Moreover, no complex programming processing is required during the editing process, which effectively improves the convenience, flexibility and diversity of card editing.
[0052] In one alternative implementation, the target virtual card component includes multiple card elements and may also perform the following steps: in response to a second attribute configuration operation, establish a binding relationship between the card elements in the target virtual card component and the virtual attributes of the item in the target item; the binding relationship is used to control the card elements to be displayed in association with the bound virtual attributes of the item during the game running phase.
[0053] The second attribute configuration operation refers to the user operation of personalizing the virtual attributes of the items bound to the card elements.
[0054] By configuring the virtual attributes of items bound to the card elements in the target virtual card component, the appearance or content of the card elements during the game can be dynamically associated with the virtual attributes of the items, which can improve the information expression capability of the target virtual card component to a certain extent.
[0055] In one alternative implementation, the above-mentioned binding relationship between card elements in the target virtual card component and item virtual attributes in the target item in response to the second attribute configuration operation can be achieved through the following steps: in response to the card element selection operation, determining the target card element from a variety of card elements in the target virtual card component; in response to the item attribute selection operation, determining the item virtual attribute to be bound from the item virtual attributes corresponding to the target item associated with the target virtual card component; and establishing a binding relationship between the item virtual attribute to be bound and the target card element.
[0056] The target card element can be any card element selected from the target virtual card component, and the virtual attribute of the item to be bound can be an attribute selected from the virtual attributes of the target item associated with the target virtual card component. The item attribute selection operation here refers to the user operation of personalized selection of the virtual attribute of the item to be bound.
[0057] For example, a numerical element can be selected from the target virtual card component, and a numerical attribute, such as the health value attribute, can be selected from the virtual attributes of the target item associated with the target virtual card component. At this time, the numerical element can be bound to the health value attribute so that the numerical element and the health value attribute can be dynamically associated and displayed during the game operation.
[0058] It should be noted that in practical applications, different card elements can be bound to the same item virtual attribute at the same time. There is no restriction on one-to-one binding between card elements and item virtual attributes. The specific configuration can be customized by the user. This disclosure does not impose any specific restrictions on this.
[0059] In one alternative implementation, the determination of a target card element from multiple card elements of a target virtual card component in response to a card element selection operation can be achieved through the following steps: controlling the display of a first editing game interface, the first editing game interface displaying the target virtual card component; and determining the target card element from multiple card elements of the target virtual card component in response to a card element selection operation in the target virtual card component.
[0060] The first editing game interface can be a visual configuration interface used to centrally display and operate the target virtual card component for selecting its internal card elements. It typically presents the context information required for card element selection (i.e., the target virtual card component and its elements) in a centralized manner, thereby simplifying the operation path and improving configuration efficiency. The first editing game interface may include a card component editing area, which can display the target virtual card component to be edited.
[0061] It should be noted that in this disclosure, the first editing game interface and the second editing game interface can be the same game interface or they can be independent editing game interfaces. This disclosure does not impose any specific limitations on this.
[0062] For example, in response to a click on any card element in the target virtual card component, the target card element to be edited can be determined from a variety of card elements in the target virtual card component. After selecting the target card element, an element editing control can be provided; then, in response to the triggering operation of the element editing control, an element attribute editing panel can be displayed. In response to the item attribute selection operation in the element attribute editing panel, the item virtual attribute to be bound can be determined from the item virtual attributes corresponding to the target item associated with the target virtual card component, and a binding relationship can be established between the item virtual attribute to be bound and the target card element.
[0063] like Figure 4 As shown, this is an interface diagram illustrating the establishment of a binding relationship between card elements and item virtual attributes. Users can select item attributes through the drop-down list 401 corresponding to the "Binding Attributes" editing item in the element attribute editing panel 400, thereby enabling customized configuration of the item virtual attributes bound to the target card element.
[0064] By selecting card elements and item attributes, users can customize the virtual attributes of items bound to card elements, effectively improving the dynamic relationship between the visual presentation of cards and the virtual attributes of items.
[0065] In an optional implementation, the following steps may also be performed: during the game running phase, based on the attribute parameter change information corresponding to the virtual attribute of the item bound to the target card element, control the updating of the element content information and / or element display style corresponding to the target card element.
[0066] During game operation, if the attribute parameters corresponding to the virtual attributes of the item bound to the target card element change, the element content information and / or element display style of the target card element can be refreshed according to the change information of the attribute parameters corresponding to the virtual attributes of the item bound to the target card element. This can improve the dynamic expression capability of the target virtual card component to a certain extent.
[0067] The element content information may include changes in numerical values, changes in state information, etc.; the element display style may include, but is not limited to, changes in color, changes in size, etc.
[0068] For example, if a card element with a number in the bottom right corner of the target virtual card component is bound to a health attribute, during game execution, this card element can dynamically update according to the corresponding health attribute of the target virtual card component. For instance, if the health attribute decreases from 10 to 9, the card element with a number in the bottom right corner of the target virtual card component can adaptively change from 10 to 9.
[0069] In step S140, in response to the region configuration operation, an interactive region component is created in the game screen to be edited. The interactive region component is configured to respond to trigger operations on the target virtual card component during the game running phase.
[0070] Among them, the area configuration operation refers to the user operation of personalizing the card interaction area. The interaction area component can respond to the trigger operation of the target virtual card component during the game operation.
[0071] For example, during the game's runtime, the game program can control and recognize interactive operations such as dragging, dragging out, and clicking of the target virtual card component onto the interactive area component, and execute card processing logic matching the corresponding interactive operation. This disclosure does not impose specific limitations on this. It should be noted that the area shape of the interactive area component can be a pre-made shape or a user-defined shape, and this disclosure does not impose specific limitations on this.
[0072] In one alternative implementation, the creation of an interactive region component in the game screen to be edited in response to the region configuration operation can be achieved through the following steps: controlling the display of a third editing game interface; the third editing game interface includes a game interface canvas; and creating an interactive region component in the game interface canvas in response to the region configuration operation in the game interface canvas.
[0073] The third editing game interface refers to the interface that allows editing of interactive areas, which may include a game interface canvas. This canvas can be an editing interface that carries the UI content during the game's runtime, such as the aforementioned game interface to be edited. The game interface canvas, as the carrier of card game interface elements, can be used to represent the overall layout relationship between various interactive components and functional areas of the card game. Optionally, the interactive areas in this disclosure can be previewed during the game editing stage to improve the convenience of user interface editing, but may not be displayed during the game's runtime to avoid interface interference and affecting the user's gaming experience.
[0074] The region configuration operation may include, but is not limited to, configuration operations for region location, region size, region shape, etc.
[0075] For example, an interactive area component can be created in the game interface canvas in response to an interactive area drawing operation in the game interface canvas.
[0076] For example, such as Figure 5 As shown, a schematic diagram of an interactive area configuration is provided. In response to a drag operation of adding a control 501 to the game interface canvas 502, an interactive area component 503 is added to the game interface canvas 502. In response to a drag operation of the interactive area component 503 on the game interface canvas 502, the layout position of the interactive area component 503 on the game interface canvas 502 is controlled and adjusted. In response to a scaling operation of the interactive area component 503 on the game interface canvas 502, the size of the interactive area component 503 on the game interface canvas 502 is controlled and adjusted. In response to a rotation operation of the interactive area component 503 on the game interface canvas 502, the angle of the interactive area component 503 on the game interface canvas 502 is controlled and adjusted.
[0077] By utilizing the game interface canvas to visualize area configuration, the intuitiveness and convenience of area configuration can be improved to a certain extent.
[0078] Optionally, the interactive area component can be configured with interactive events. Interactive events refer to interactive operation events associated with the interactive area component that can be triggered by the user and generate feedback. They are the basis for implementing operation logic such as card dragging in, dragging out, and clicking.
[0079] Optionally, the interactive events of the interactive area component include any one or more of the following types: intra-area interactive events and cross-area interactive events.
[0080] Interactive events within a region refer to interactive events that occur within that region, such as clicking or dragging cards within the region.
[0081] Cross-regional interaction events can include interaction events from outside the region to within the region, and interaction events from within the region to outside the region, such as card dragging out of the region and card dragging into the region.
[0082] It should be noted that the interactive events in the interactive area of this disclosure can be pre-built interactive events or user-defined interactive events, and this disclosure does not impose any specific limitations on them.
[0083] In an alternative implementation, the following steps may also be performed: in response to the second event configuration operation, configure the interactive events corresponding to the interactive area component.
[0084] The second event configuration operation refers to the user operation of configuring interactive events for the interactive area component. For example, in response to a click on an interactive area component in the game interface canvas, the interactive area component can be selected. After the interactive area component is selected, an area editing control can be provided. Then, in response to the triggering operation of the area editing control, an interactive event editing panel can be displayed. In response to the event configuration operation in the interactive event editing panel, the interactive events corresponding to the interactive area component can be configured.
[0085] By configuring interactive events, users can customize the interactive events of interactive area components to meet their personalized interactive operation logic.
[0086] In an alternative implementation, the following steps may also be performed: in response to a first event configuration operation, configuring all or some of the interactive events of the interactive area component as listener events; in response to a strategy configuration operation, configuring the game strategy to be executed after the listener event is triggered.
[0087] The first event configuration operation refers to the user's action of listening to events in the personalized configuration interaction area component. The strategy configuration operation is used to configure the game strategy to be executed after the listening event is triggered, such as "use card", "select card", "skill trigger", etc.
[0088] For example, when the interactive event "card drag out of area" is configured as a listener event, the game strategy executed after the listener event is triggered can be further configured as "use card".
[0089] For example, when the interactive event "card click within area" is configured as a listener event, the game strategy executed after the listener event is triggered can be further configured as "select card".
[0090] Optionally, UGC triggers can be used to assist users in conveniently performing first event configuration and strategy configuration operations, thereby further refining the card game logic and meeting users' personalized game editing needs. It should be noted that, in this disclosure, a UGC trigger refers to a basic unit provided to users for defining game logic.
[0091] It should be noted that during game operation, interactive events in the interactive area can be listened to by tracking the movement trajectory of global touch gestures.
[0092] In an alternative implementation, the following steps may also be performed: if the target virtual card component is configured with multiple card states, in response to a third event configuration operation, a state trigger event is configured for the multiple card states of the target virtual card component.
[0093] For example, card states may include: normal state, attack state, damaged state, destroyed state, etc. Optionally, the target virtual card component may be presented in different forms depending on the card state, which can be customized by the user, and this disclosure does not impose specific limitations on this.
[0094] The third event configuration operation refers to the user operation of configuring state trigger events for card states. State trigger events can be interactive events in interactive areas, such as the card being dragged out of the area, or other events that can occur during game execution, such as the card's health reaching 0.
[0095] For example, UGC triggers can be used to help users easily perform third-party event configuration operations, thereby further enhancing the depth of game strategies and enriching the player's gaming experience.
[0096] In one optional implementation, the card state may include a first state, in which the target virtual card component is presented in the form of a virtual character, and the state trigger event corresponding to the first state is configured as a first trigger event.
[0097] The virtual character's form of expression can be a three-dimensional model, such as a virtual person, an anime character, or a virtual animal, and can be determined by the user's configuration. This disclosure does not impose any specific limitations on this.
[0098] The first triggering event can be an interactive event in an interactive area, or it can be other events that can be generated during the game's operation. This disclosure does not impose any specific limitations on it.
[0099] In one optional implementation, if the card state may include a first state, in which the target virtual card component is presented in the form of a virtual character, and the state trigger event corresponding to the first state is configured as a first trigger event, the following steps may also be performed: during the game running phase, in response to satisfying the first trigger event, the target virtual card component is controlled to enter the first state, and the virtual character form corresponding to the target virtual card component is generated in the game running scene corresponding to the game scene to be edited.
[0100] For example, during the game operation phase, if the first triggering event is met, the target virtual card component can be controlled to enter the first state, and the virtual character appearance of the target virtual card component can be generated at a specific position in the game operation scene corresponding to the game scene to be edited.
[0101] For example, during the game's runtime phase, if the first trigger event is met, the target virtual card component can be controlled to enter a first state. Based on the scene position and orientation of the virtual camera, a three-dimensional ray is generated within the game runtime scene corresponding to the game scene to be edited. The virtual character's appearance corresponding to the target virtual card component is then projected onto the scene along this ray. This virtual camera can be a camera used during the game runtime phase to capture the game runtime scene to form game or scene visuals. The game runtime scene refers to the virtual scene that the game scene to be edited is loaded, presented, and provides interactive access to the user during the game runtime phase.
[0102] During the game editing phase, users do not need to engage in complex code editing. They can simply configure events and perform other operations to enable the target virtual card component to interact with the three-dimensional virtual scene, thereby enriching the user's gaming experience.
[0103] For example, such as Figure 6 As shown, a flowchart for editing a UGC-based card game is provided, which may include the following steps: Step S601: Display the game screen to be edited through the graphical user interface. The game screen to be edited includes at least one of the following: the game scene to be edited and the game interface to be edited. Step S602: Determine the target virtual card component, and in response to the first attribute configuration operation, establish the association between the target virtual card component and the target item, wherein the item is configured with item virtual attributes and / or item game logic; Step S603: In response to the second attribute configuration operation, establish a binding relationship between the card element in the target virtual card component and the virtual attribute of the item in the target item; the binding relationship is used to control the card element to be associated with and displayed with the bound virtual attribute of the item during the game running phase; Step S604: In response to the region configuration operation, an interactive region component is created in the game screen to be edited. The interactive region component is configured to respond to trigger operations on the target virtual card component during the game running phase. Step S605: In response to the first event configuration operation, configure all or some of the interactive events of the interactive area component as listener events; Step S606: In response to the strategy configuration operation, configure the game strategy to be executed after the listening event is triggered; Step S607: If the target virtual card component is configured with multiple card states, in response to the third event configuration operation, configure state trigger events for the multiple card states of the target virtual card component.
[0104] Figure 6 The steps shown demonstrate that the visual interface configuration not only enables personalized customization of card game functions but also enhances the convenience and flexibility of card game editing, reduces the learning curve for card game editors, and expands the user base.
[0105] In one embodiment of this disclosure, if the card state includes a first state, in which the target virtual card component is presented in the form of a virtual character, and the state trigger event corresponding to the first state is configured as a first trigger event (e.g., a card drag-out event), the following is an example of how the interactive area component responds to trigger operations on the virtual card component during game operation: A global touch listener can be registered through an event manager. This listener can declare "continue to receive subsequent touch movement and end operations" when it detects a user's touch operation on the virtual card component; if a touch movement operation is detected, it can determine whether the current touch point is within the area of the interactive area component, and control the interactive area component to maintain a state of "whether the current touch point is within the area"; if a touch end operation is detected, it can determine whether the touch position at the time of touch end is within the area of the interactive area component; then... Based on the touch detection results, it can determine whether the interactive area component meets the first trigger event (e.g., card drag-out event). If the first trigger event is met, a 3D ray can be generated in the game running scene corresponding to the game scene to be edited, based on the touch position at the end of the touch. Based on the touch operation object (i.e., virtual card component), the interactive area component, the touch operation object (i.e., virtual card component), and the 3D ray information are packaged into a frame synchronization command. When the frame synchronization command is executed, the interactive area component, the touch operation object (i.e., virtual card component), and the 3D ray information in the command can be restored and assembled into an event dictionary containing, but not limited to, user identifier, interactive area component, touch operation object (i.e., virtual card component), and 3D ray information, and sent to the trigger for consumption by the trigger logic configured by the creator. Specifically, the first trigger event in the trigger is the state trigger event corresponding to the first state. When the target virtual card component is presented in the form of a virtual character in the first state, the touch operation object (i.e., the virtual card component) can be controlled to enter the first state, and the virtual character form corresponding to the touch operation object (i.e., the virtual card component) can be generated in the game running scene corresponding to the game scene to be edited according to the three-dimensional ray information.
[0106] Exemplary embodiments of this disclosure also provide a virtual card game editing device, with reference to Figure 7 As shown, the virtual card game editing device 700 may include the following program modules: The game screen display module 710 is used to display the game screen to be edited through a graphical user interface. The game screen to be edited includes at least one of the following: the game scene to be edited and the game interface to be edited. Card component determination module 720 is used to determine the target virtual card component; The first attribute configuration module 730 is used to establish the association between the target virtual card component and the target item in response to the first attribute configuration operation, wherein the item is configured with virtual attributes and / or game logic. The interactive area configuration module 740 is used to create an interactive area component in the game screen to be edited in response to the area configuration operation. The interactive area component is configured to respond to the trigger operation of the target virtual card component during the game running phase.
[0107] In an optional implementation, based on the aforementioned scheme, the target virtual card component includes a variety of card elements, and the virtual card game editing device 700 may include: a second attribute configuration module, used to establish a binding relationship between card elements in the target virtual card component and virtual attributes of items in the target item in response to the second attribute configuration operation; the binding relationship is used to control the card elements to be associated with the bound virtual attributes of the items during the game operation phase.
[0108] In an optional implementation, based on the aforementioned scheme, the second attribute configuration module includes: a card element determination module, used to determine a target card element from multiple card elements of the target virtual card component in response to a card element selection operation; an attribute selection module, used to determine a virtual item attribute to be bound from the virtual item attributes corresponding to the target item associated with the target virtual card component in response to an item attribute selection operation; and a binding module, used to establish a binding relationship between the virtual item attribute to be bound and the target card element.
[0109] In an optional implementation, based on the aforementioned scheme, the card element determination module can be configured to: control the display of a first editing game interface, the first editing game interface displaying a target virtual card component; and, in response to a card element selection operation in the target virtual card component, determine a target card element from a variety of card elements in the target virtual card component.
[0110] In an optional implementation, based on the aforementioned scheme, the virtual card game editing device 700 further includes: a first running processing module, used to control the updating of element content information and / or element display style corresponding to the target card element according to the attribute parameter change information corresponding to the virtual attribute of the item bound to the target card element during the game running phase.
[0111] In an optional implementation, based on the aforementioned scheme, the virtual card game editing device 700 further includes: a card component generation module, used to control the display of a second editing game interface, the second editing game interface providing card elements that can be added; in response to an element splicing operation for card elements that can be added, controlling the splicing of card elements that can be added to generate a virtual card component.
[0112] In an optional implementation, based on the aforementioned scheme, the interactive area configuration module 740 can be configured to: control the display of a third editing game interface; the third editing game interface includes a game interface canvas; and in response to an area configuration operation in the game interface canvas, create an interactive area component in the game interface canvas.
[0113] In an optional implementation, based on the aforementioned scheme, the interactive area component is configured with interactive events, and the virtual card game editing device 700 further includes: a first event configuration module, used to configure all or part of the interactive events of the interactive area component as listening events in response to a first event configuration operation; and a strategy configuration module, used to configure the game strategy executed after the listening event is triggered in response to a strategy configuration operation.
[0114] In an optional implementation, based on the aforementioned scheme, the virtual card game editing device 700 further includes: a second event configuration module, used to configure interactive events corresponding to interactive area components in response to a second event configuration operation.
[0115] In one alternative implementation, based on the aforementioned scheme, the interactive events of the interactive area component include any one or more of the following types: interactive events within the area and interactive events across areas.
[0116] In an optional implementation, based on the aforementioned scheme, the virtual card game editing device 700 further includes: a third event configuration module, used to configure state trigger events for the multiple card states of the target virtual card component in response to a third event configuration operation if the target virtual card component is configured with multiple card states.
[0117] In an optional implementation, based on the aforementioned scheme, the card state includes a first state, in which the target virtual card component is presented in the form of a virtual character, and the state trigger event corresponding to the first state is configured as a first trigger event. The virtual card game editing device 700 further includes: a second running processing module, used to control the target virtual card component to enter the first state in response to satisfying the first trigger event during the game running phase, and to control the generation of the virtual character form corresponding to the target virtual card component in the game running scene corresponding to the game scene to be edited.
[0118] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0119] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the aforementioned virtual card game editing method.
[0120] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0121] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0122] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0123] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to execute) the method steps of various exemplary embodiments of this disclosure. Exemplarily, this may include the following steps: The game screen to be edited is displayed through a graphical user interface. The game screen to be edited includes at least one of the following: the game scene to be edited and the game interface to be edited. Identify the target virtual card component; In response to the first attribute configuration operation, establish the association between the target virtual card component and the target item, wherein the item is configured with item virtual attributes and / or item game logic; In response to the region configuration operation, an interactive region component is created in the game screen to be edited. The interactive region component is configured to respond to trigger operations on the target virtual card component during the game runtime.
[0124] In an optional implementation, based on the aforementioned scheme, the target virtual card component includes multiple card elements and can perform the following steps: in response to the second attribute configuration operation, establish a binding relationship between the card elements in the target virtual card component and the virtual attributes of the target item; the binding relationship is used to control the card elements to be associated with and displayed with the bound virtual attributes of the item during the game operation phase.
[0125] In an optional implementation, based on the aforementioned scheme, the establishment of a binding relationship between card elements in the target virtual card component and item virtual attributes in the target item in response to the second attribute configuration operation can be achieved through the following steps: in response to the card element selection operation, determining the target card element from a variety of card elements in the target virtual card component; in response to the item attribute selection operation, determining the item virtual attribute to be bound from the item virtual attributes corresponding to the target item associated with the target virtual card component; and establishing a binding relationship between the item virtual attribute to be bound and the target card element.
[0126] In an optional implementation, based on the aforementioned scheme, the determination of the target card element from multiple card elements of the target virtual card component in response to the card element selection operation can be achieved through the following steps: controlling the display of a first editing game interface, the first editing game interface displaying the target virtual card component; in response to the card element selection operation in the target virtual card component, determining the target card element from multiple card elements of the target virtual card component.
[0127] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: during the game operation phase, based on the attribute parameter change information corresponding to the virtual attribute of the item bound to the target card element, control the updating of the element content information and / or element display style corresponding to the target card element.
[0128] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: controlling the display of a second editing game interface, the second editing game interface providing addable card elements; in response to the element splicing operation for addable card elements, controlling the splicing of addable card elements to generate virtual card components.
[0129] In an alternative implementation, based on the aforementioned scheme, the creation of an interactive region component in the game screen to be edited in response to the region configuration operation can be achieved through the following steps: controlling the display of a third editing game interface; the third editing game interface includes a game interface canvas; and creating an interactive region component in the game interface canvas in response to the region configuration operation in the game interface canvas.
[0130] In an optional implementation, based on the aforementioned scheme, the interactive area component is configured with interactive events, and the following steps can also be performed: in response to the first event configuration operation, all or some of the interactive events of the interactive area component are configured as listening events; in response to the strategy configuration operation, the game strategy to be executed after the listening event is triggered is configured.
[0131] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to the second event configuration operation, configure the interactive events corresponding to the interactive area component.
[0132] In one alternative implementation, based on the aforementioned scheme, the interactive events of the interactive area component include any one or more of the following types: intra-area interactive events and cross-area interactive events.
[0133] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: if the target virtual card component is configured with multiple card states, in response to the third event configuration operation, a state trigger event is configured for the multiple card states of the target virtual card component.
[0134] In an optional implementation, based on the aforementioned scheme, the card state includes a first state, in which the target virtual card component is presented in the form of a virtual character. The state trigger event corresponding to the first state is configured as a first trigger event. The following steps can also be performed: during the game running phase, in response to satisfying the first trigger event, the target virtual card component is controlled to enter the first state, and the virtual character form corresponding to the target virtual card component is generated in the game running scene corresponding to the game scene to be edited.
[0135] In the process described above, users can create basic virtual card games through simple attribute and region configuration operations. The entire process does not involve complex code editing. It not only enables personalized customization of card game functions to meet the creative needs of different users, but also improves the convenience and flexibility of card game editing, making it well-suited for UGC scenarios.
[0136] The exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described virtual card game editing method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the method of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0137] The following is for reference. Figure 8 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 8The electronic device 800 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0138] like Figure 8 As shown, the electronic device 800 may include: a processor 810, a memory 820, a bus 830, an I / O (input / output) interface 840, a network adapter 850, and a display 860.
[0139] The memory 820 may include volatile memory, such as RAM 821 and cache unit 822, and may also include non-volatile memory, such as ROM 823. The memory 820 may also include one or more program modules 824, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 824 may include the modules described above.
[0140] The processor 810 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0141] The processor 810 can be used to execute executable instructions stored in the memory 820, such as performing any one or more method steps in this exemplary embodiment.
[0142] For example, processor 810 may perform the following steps: The game screen to be edited is displayed through a graphical user interface. The game screen to be edited includes at least one of the following: the game scene to be edited and the game interface to be edited. Identify the target virtual card component; In response to the first attribute configuration operation, establish the association between the target virtual card component and the target item, wherein the item is configured with item virtual attributes and / or item game logic; In response to the region configuration operation, an interactive region component is created in the game screen to be edited. The interactive region component is configured to respond to trigger operations on the target virtual card component during the game runtime.
[0143] In an optional implementation, based on the aforementioned scheme, the target virtual card component includes multiple card elements and can perform the following steps: in response to the second attribute configuration operation, establish a binding relationship between the card elements in the target virtual card component and the virtual attributes of the target item; the binding relationship is used to control the card elements to be associated with and displayed with the bound virtual attributes of the item during the game operation phase.
[0144] In an optional implementation, based on the aforementioned scheme, the establishment of a binding relationship between card elements in the target virtual card component and item virtual attributes in the target item in response to the second attribute configuration operation can be achieved through the following steps: in response to the card element selection operation, determining the target card element from a variety of card elements in the target virtual card component; in response to the item attribute selection operation, determining the item virtual attribute to be bound from the item virtual attributes corresponding to the target item associated with the target virtual card component; and establishing a binding relationship between the item virtual attribute to be bound and the target card element.
[0145] In an optional implementation, based on the aforementioned scheme, the determination of the target card element from multiple card elements of the target virtual card component in response to the card element selection operation can be achieved through the following steps: controlling the display of a first editing game interface, the first editing game interface displaying the target virtual card component; in response to the card element selection operation in the target virtual card component, determining the target card element from multiple card elements of the target virtual card component.
[0146] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: during the game operation phase, based on the attribute parameter change information corresponding to the virtual attribute of the item bound to the target card element, control the updating of the element content information and / or element display style corresponding to the target card element.
[0147] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: controlling the display of a second editing game interface, the second editing game interface providing addable card elements; in response to the element splicing operation for addable card elements, controlling the splicing of addable card elements to generate virtual card components.
[0148] In an alternative implementation, based on the aforementioned scheme, the creation of an interactive region component in the game screen to be edited in response to the region configuration operation can be achieved through the following steps: controlling the display of a third editing game interface; the third editing game interface includes a game interface canvas; and creating an interactive region component in the game interface canvas in response to the region configuration operation in the game interface canvas.
[0149] In an optional implementation, based on the aforementioned scheme, the interactive area component is configured with interactive events, and the following steps can also be performed: in response to the first event configuration operation, all or some of the interactive events of the interactive area component are configured as listening events; in response to the strategy configuration operation, the game strategy to be executed after the listening event is triggered is configured.
[0150] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to the second event configuration operation, configure the interactive events corresponding to the interactive area component.
[0151] In one alternative implementation, based on the aforementioned scheme, the interactive events of the interactive area component include any one or more of the following types: intra-area interactive events and cross-area interactive events.
[0152] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: if the target virtual card component is configured with multiple card states, in response to the third event configuration operation, a state trigger event is configured for the multiple card states of the target virtual card component.
[0153] In an optional implementation, based on the aforementioned scheme, the card state includes a first state, in which the target virtual card component is presented in the form of a virtual character. The state trigger event corresponding to the first state is configured as a first trigger event. The following steps can also be performed: during the game running phase, in response to satisfying the first trigger event, the target virtual card component is controlled to enter the first state, and the virtual character form corresponding to the target virtual card component is generated in the game running scene corresponding to the game scene to be edited.
[0154] In the process described above, users can create basic virtual card games through simple attribute and region configuration operations. The entire process does not involve complex code editing. It not only enables personalized customization of card game functions to meet the creative needs of different users, but also improves the convenience and flexibility of card game editing, making it well-suited for UGC scenarios.
[0155] Bus 830 is used to connect different components of electronic device 800 and may include data bus, address bus and control bus.
[0156] Electronic device 800 can communicate with one or more external devices 900 (such as keyboard, mouse, external controller, etc.) through I / O interface 840.
[0157] Electronic device 800 can communicate with one or more networks via network adapter 850. For example, network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 850 can communicate with other modules of electronic device 800 via bus 830.
[0158] Electronic device 800 can display a graphical user interface, etc., through display 860.
[0159] although Figure 8 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 800, including but not limited to: a display, microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Array of Independent Disks) systems, tape drives, and data backup storage systems.
[0160] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0161] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0162] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A method for editing a virtual card game, characterized in that, The method includes: The game screen to be edited is displayed through a graphical user interface, wherein the game screen to be edited includes at least one of the following: a game scene to be edited and a game interface to be edited; Identify the target virtual card component; In response to the first attribute configuration operation, an association relationship is established between the target virtual card component and the target item, wherein the item is configured with item virtual attributes and / or item game logic; In response to a region configuration operation, an interactive region component is created in the game screen to be edited. The interactive region component is configured to respond to a trigger operation on the target virtual card component during the game runtime.
2. The method according to claim 1, characterized in that, The target virtual card component includes various card elements, and the method further includes: In response to the second attribute configuration operation, a binding relationship is established between the card element in the target virtual card component and the virtual attribute of the item in the target item; the binding relationship is used to control the card element to be displayed in association with the bound virtual attribute of the item during the game operation phase.
3. The method according to claim 2, characterized in that, The step of responding to the second attribute configuration operation by establishing a binding relationship between card elements in the target virtual card component and item virtual attributes in the target item includes: In response to a card element selection operation, a target card element is determined from a variety of card elements in the target virtual card component; In response to the item attribute selection operation, the virtual attribute of the item to be bound is determined from the virtual attribute of the target item associated with the target virtual card component; Establish a binding relationship between the virtual attributes of the item to be bound and the target card element.
4. The method according to claim 3, characterized in that, The step of responding to a card element selection operation by determining a target card element from multiple card elements of the target virtual card component includes: The control displays the first game editing interface, which shows the target virtual card component; In response to a card element selection operation in the target virtual card component, a target card element is determined from a variety of card elements in the target virtual card component.
5. The method according to claim 3, characterized in that, The method further includes: During the game's operation, based on the attribute parameter changes corresponding to the virtual attributes of the items bound to the target card element, the system controls the updating of the element content information and / or element display style corresponding to the target card element.
6. The method according to claim 1, characterized in that, The method further includes: The control displays a second game editing interface, which allows for the addition of card elements. In response to the element splicing operation for the addable card elements, the addable card elements are spliced together to generate a virtual card component.
7. The method according to claim 1, characterized in that, The step of creating an interactive region component in the game screen to be edited in response to the region configuration operation includes: The control displays a third editable game interface; the third editable game interface includes a game interface canvas; In response to the region configuration operation in the game interface canvas, an interactive region component is created in the game interface canvas.
8. The method according to claim 1, characterized in that, The interactive area component is configured with interactive events, and the method further includes: In response to the first event configuration operation, all or some of the interactive events of the interactive area component are configured as listener events; In response to the strategy configuration operation, the game strategy to be executed after the listening event is triggered is configured.
9. The method according to claim 8, characterized in that, The method further includes: In response to the second event configuration operation, the interactive events corresponding to the interactive area component are configured.
10. The method according to claim 8, characterized in that, The interactive events of the interactive area component include any one or more of the following types: Interactive events within the same region, and interactive events across regions.
11. The method according to claim 1, characterized in that, The method further includes: If the target virtual card component is configured with multiple card states, in response to the third event configuration operation, a state trigger event is configured for the multiple card states of the target virtual card component.
12. The method according to claim 11, characterized in that, The card state includes a first state, in which the target virtual card component is presented in the form of a virtual character, and the state trigger event corresponding to the first state is configured as a first trigger event. The method further includes: During the game operation phase, in response to the first trigger event, the target virtual card component is controlled to enter the first state, and the virtual character performance form corresponding to the target virtual card component is generated in the game operation scene corresponding to the game scene to be edited.
13. A virtual card game editing device, characterized in that, The device includes: A game screen display module is used to display a game screen to be edited through a graphical user interface, wherein the game screen to be edited includes at least one of the following: a game scene to be edited and a game interface to be edited; The card component determination module is used to determine the target virtual card component; The first attribute configuration module is used to establish the association between the target virtual card component and the target item in response to the first attribute configuration operation, wherein the item is configured with item virtual attributes and / or item game logic; An interactive area configuration module is used to create an interactive area component in the game screen to be edited in response to an area configuration operation. The interactive area component is configured to respond to a trigger operation on the target virtual card component during the game running phase.
14. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 12.
15. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 12 by executing the executable instructions.