Game level editing method based on visual canvas and game level editor
Patent Information
- Application Number
- CN202611285593.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-08-24
- Publication Date
- 2026-09-25
AI Technical Summary
[0003]目前,在移动游戏关卡设计领域,策划人员通常需要手动编写配置表来定义关卡内容,需要配置的内容繁杂且格式要求严格,导致游戏关卡编辑效率有待提升
[0019]本申请实施例中,提出了一种应用于web端的游戏关卡编辑方案及相应的游戏关卡编辑器,可以在加载待编辑游戏的游戏资源数据后,响应于针对待编辑游戏在目标关卡下的目标关卡阶段的选择操作,在游戏关卡编辑界面的可视化画布中渲染所述目标关卡阶段中全量的可视化元素,且所述目标关卡阶段中的各可视化元素依照对应的编辑属性,在经过坐标转换后依序呈现在所述目标关卡阶段对应的目标行进路径中,从而可以响应于在目标编辑场景下的编辑操作,在可视化画布中呈现可视化元素在经过所述编辑操作后的编辑效果,因此可以通过在目标行进路径中对全量的可视化元素快速进行可视化编辑,尤其适用于跑酷射击类等具有固定行进路径的游戏开发场景,且可以响应于满足编辑结束条件,根据已编辑内容对所述目标编辑场景对应的游戏资源数据进行增量更新,实现对待编辑游戏的快速开发。
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Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method for editing game levels based on a visual canvas, a game level editor, a computing device, and a computer-readable storage medium. Background Technology
[0002] With the widespread adoption of mobile smart devices and the development of mobile networks, mobile games have become one of the largest and fastest-evolving categories in the gaming industry. The core experience of mobile games heavily relies on the continuous configuration and frequent updates of game content such as levels, numerical values, enemies, and items. Therefore, the efficiency of game content production and editing directly determines the product's iteration speed and operational quality.
[0003] Currently, in the field of mobile game level design, designers usually need to manually write configuration tables to define level content. The required configuration content is complex and the format requirements are strict, which leads to the need to improve the efficiency of game level editing. Summary of the Invention
[0004] In view of this, embodiments of this application provide a method for editing game levels based on a visual canvas, a game level editor, a computing device, and a computer-readable storage medium to address the technical deficiencies existing in the prior art.
[0005] According to a first aspect of the embodiments of this application, a method for editing game levels based on a visual canvas is provided, the game level editing method being applied to a web platform, comprising:
[0006] Load game resource data for the game to be edited;
[0007] In response to the selection operation of the target level stage in the game to be edited, all visual elements in the target level stage are rendered in the visualization canvas of the game level editing interface; wherein, each visual element in the target level stage is presented in the target movement path corresponding to the target level stage in sequence after coordinate transformation according to the corresponding editing attributes.
[0008] In response to an editing operation in the target editing scenario, the editing effect of the visual elements after the editing operation is displayed in the visual canvas;
[0009] In response to the completion of the editing condition, the game resource data corresponding to the target editing scene is incrementally updated based on the edited content.
[0010] According to a second aspect of the embodiments of this application, a game level editor based on a visual canvas is provided, including:
[0011] The data loading module is used to load game resource data for the game to be edited;
[0012] The visualization canvas rendering module is used to render the visual elements in the target editing scene in the visualization canvas of the game level editing interface;
[0013] The interactive operation module is used to respond to interactive operations in the target editing scene and present the interactive effects of the visual elements in the visual canvas after the interactive operation.
[0014] The entity editing module is used to classify, manage, and dynamically update entities according to at least two classification levels.
[0015] The incremental export module is used to incrementally update the game resource data corresponding to the target editing scene based on the edited content.
[0016] The edit undo module is used to save the real-time state data of the target editing scene before the edit operation is responded to, and in response to the edit undo operation in the target editing scene, it presents the editing effect of the visual elements in the visualization canvas after the edit undo operation.
[0017] According to a third aspect of the present application, a computing device is provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein the processor executes the instructions to implement the steps of the above-described method for editing game levels based on a visual canvas.
[0018] According to a fourth aspect of the embodiments of this application, a computer-readable storage medium is provided that stores computer instructions, which, when executed by a processor, implement the steps of the above-described method for editing game levels based on a visual canvas.
[0019] This application proposes a game level editing scheme and corresponding game level editor for web applications. After loading the game resource data of the game to be edited, in response to the selection operation of the target level stage of the game under the target level, all the visual elements of the target level stage are rendered in the visualization canvas of the game level editing interface. Each visual element in the target level stage is presented sequentially in the target movement path corresponding to the target level stage after coordinate transformation according to its corresponding editing attributes. Thus, in response to the editing operation in the target editing scene, the editing effect of the visual elements after the editing operation is presented in the visualization canvas. Therefore, it is possible to quickly perform visual editing on all the visual elements in the target movement path, which is especially suitable for game development scenarios with fixed movement paths, such as parkour shooting games. In addition, in response to the completion of the editing condition, the game resource data corresponding to the target editing scene can be incrementally updated according to the edited content, so as to realize the rapid development of the game to be edited. Attached Figure Description
[0020] Figure 1 This is a flowchart illustrating the method for editing game levels based on a visual canvas provided in an embodiment of this application;
[0021] Figure 2 This is a schematic diagram of the game level editing interface provided in the embodiments of this application;
[0022] Figure 3 This is a schematic diagram illustrating drag-and-drop operations in the game level editing interface provided in an embodiment of this application;
[0023] Figure 4 This is a flowchart of an entity update provided in an embodiment of this application;
[0024] Figure 5 This is a schematic diagram illustrating a pop-up prompt box in a game level editing interface, provided by an embodiment of this application.
[0025] Figure 6 This is a schematic diagram illustrating the entire process of game level editing based on a visual canvas, as provided in an embodiment of this application.
[0026] Figure 7 This is a schematic diagram of the structure of the game level editor based on a visual canvas provided in the embodiments of this application;
[0027] Figure 8 This is a structural block diagram of a computing device provided in one embodiment of this application. Detailed Implementation
[0028] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0029] The terminology used in one or more embodiments of this application is for the purpose of describing particular embodiments only and is not intended to limit the scope of one or more embodiments of this application. The singular forms “a,” “the,” and “the” used in one or more embodiments of this application and in the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” used in one or more embodiments of this application refers to and includes any or all possible combinations of one or more associated listed items.
[0030] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this application, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this application, and similarly, second may also be referred to as first. Depending on the context, the word "if" as used herein may be interpreted as "in response to a determination".
[0031] In the field of mobile game level design, designers typically need to manually write configuration tables to define level content. The required configuration content is complex and the format requirements are strict, which leads to a need to improve the efficiency of game level editing.
[0032] Currently, the main game level editors on the market include Unity Tilemap Editor and Tiled Map Editor. However, these tools are mainly designed for tile map editing and do not support the special configuration requirements of games such as parkour shooting levels, such as monster spawn areas, precise item placement, and visualization of restricted areas. In addition, they have a high learning curve and require the use of a dedicated game development engine, which is not conducive to efficient and low-cost updates of game content.
[0033] Therefore, in order to solve the above problems, this application provides a game level editing method based on a visual canvas, a game level editor, a computing device, and a computer-readable storage medium, which will be described in detail in the following embodiments.
[0034] The game level editing method based on a visual canvas provided in this application can be implemented in practical applications through a game level editor deployed on a web platform, or through a standalone desktop application developed based on frameworks such as Electron to achieve local editing of game level content, or through development of the built-in editor of an existing game engine to achieve corresponding editing functions (such as developing corresponding plugins in the Cocos Creator editor), or through a game level editor deployed in the cloud to achieve multi-person collaborative editing.
[0035] Figure 1 The following steps are illustrated in a game level editing method based on a visual canvas according to an embodiment of this application, wherein the game level editing method is applied to a web application, and:
[0036] S101: Load game resource data for the game to be edited.
[0037] S102: In response to the selection operation of the target level stage in the game to be edited, render all the visual elements in the target level stage in the visualization canvas of the game level editing interface; wherein, each visual element in the target level stage is presented in the target movement path corresponding to the target level stage in sequence after coordinate transformation according to the corresponding editing attributes.
[0038] S103: In response to the editing operation in the target editing scene, display the editing effect of the visual elements after the editing operation in the visual canvas.
[0039] S104: In response to the completion of the editing condition, incrementally update the game resource data corresponding to the target editing scene based on the edited content.
[0040] The following is a detailed introduction to S101:
[0041] The game to be edited can be a parkour shooting game with fixed movement paths within its game levels.
[0042] In some embodiments, when loading game resource data for the game to be edited, game configuration table data (such as CfgBtlMap.json, CfgBtlMapStage.json, CfgMonsterInfo.json, etc.) can be read and parsed into structured objects in compact array format to establish a hierarchical data model of level-stage-visual elements.
[0043] The visualization elements include visualized entities and game scene constraint elements. The visualized entities can be monster entities, prop entities, etc., within the game scene, and the game scene constraint elements can be grid reference lines, road reference lines, prohibited areas, etc.
[0044] The following is a detailed introduction to S102:
[0045] In some embodiments, when rendering all the visual elements in the target level stage in the visualization canvas of the game level editing interface, 2D top-down view rendering can be implemented based on HTML5 Canvas technology to present all the visual elements in the target level stage from a top-down perspective.
[0046] In some embodiments, when rendering all the visual elements in the target level stage, SVG elements can also be used for screen rendering to improve the interactive properties of the visual elements.
[0047] In some embodiments, when rendering all the visual elements in the target level stage in the visualization canvas of the game level editing interface, the following steps S201~S202 can be used:
[0048] S201: Perform coordinate transformation according to the pre-configured coordinate mapping algorithm, converting the initial coordinates of each visual element in the target level stage in the game world coordinate system into the target coordinates in the two-dimensional top view.
[0049] For example, the coordinate mapping algorithm can be composed of the following formula:
[0050] canvasX = centerX + (worldX + mapW / 2) × scale + offsetX
[0051] canvasY = (halfH - worldY) × scale + offsetY
[0052] scale = min(canvasW / mapW, canvasH / mapH) × viewScale
[0053] In the above formulas, canvasX represents the X-coordinate in the transformed target coordinates; canvasY represents the Y-coordinate in the transformed target coordinates; worldX represents the X-coordinate in the initial coordinates before transformation, and worldY represents the Y-coordinate in the initial coordinates before transformation; mapW represents the width of the game map in the game world coordinate system; mapH represents the height of the game map in the game world coordinate system; canvasW represents the width of the game map in the 2D top-view (i.e., visualization canvas) coordinate system; canvasH represents the height of the game map in the 2D top-view (i.e., visualization canvas) coordinate system; scale represents the calculated overall scaling ratio; viewScale represents the additional scaling factor set by the user (through scrolling, etc.); centerX represents the horizontal centering offset used to center the map in the horizontal direction of the canvas; halfH represents half the map height for vertical translation from the origin; offsetX represents the translation offset on the X-axis, which can be generated by the user by dragging the map / panning the camera, etc.; offsetY represents the translation offset on the Y-axis, which can be generated by the user by dragging the map / panning the camera, etc.
[0054] S202: Based on the target coordinates and editing attributes corresponding to each visualization element, render all visualization elements within the target level stage within the visualization canvas and along the target movement path corresponding to the target level stage.
[0055] The editable attributes of the visual elements can include health attributes, attack attributes, etc.
[0056] For example, a schematic diagram of the game level editing interface can be shown as follows: Figure 2 As shown, Figure 2 In the visualization, elements include "Soldier 1", "Elite Monster 1", road reference lines, etc. Users can move the canvas display area to view the remaining undisplayed parts of the visualization canvas (that is, only part of the content in the visualization canvas is currently displayed). The extension direction of the visualization canvas matches the target movement path, thereby simulating the game interaction experience of the player during the movement in the target level stage.
[0057] In some embodiments, the game level editing interface includes an entity editing panel, which is used to classify and dynamically update entities according to at least two classification levels.
[0058] The entity editing panel's category management and dynamic update functions can be integrated into one editing area for centralized editing, or they can be distributed across different editing areas for separate management (such as including entity type editing panels and entity attribute editing panels).
[0059] For example, a schematic diagram of the entity editing panel can be shown as follows: Figure 2 As shown, Figure 2 In the game level editing interface, multiple editing panels are distributed on the left and right sides. The left editing panel, from top to bottom, consists of a level list editing panel, a stage list editing panel, and an entity type editing panel. The currently selected target level is "Level 1", and the selected target level stage is "Stage 1". The entity editing panel manages entities through two levels: the first level is the parent type of the entity (such as monster, item, etc.), and the second level is the subtype of the entity (such as monster-minion, monster-elite monster, etc.). It also has a search function for quick searching. The right editing panel, from top to bottom, consists of a level map attribute editing panel, a level stage attribute editing panel, and an entity attribute editing panel.
[0060] In some embodiments, when rendering all the visual elements of the target level stage in the visualization canvas of the game level editing interface, game scene constraint elements in the target editing scene can be rendered in the visualization canvas of the game level editing interface to indicate that there are scene constraints in the corresponding game area.
[0061] For example, a schematic diagram of game scene constraint elements can also be shown as follows: Figure 2 As shown, Figure 2 In the game scene, the constraint element is "No Entry". By presenting the game scene constraint element in the visualization canvas, users can more clearly understand what scene constraints exist in the current stage of the game.
[0062] The following is a detailed introduction to S103:
[0063] In some embodiments, when displaying the edited effect of a visual element after the editing operation in a visual canvas in response to an editing operation in a target editing scenario, the target entity can be added to the target position in the visual canvas for preview in response to a drag operation on the target entity in the entity editing panel; and / or, in response to an attribute editing operation on the target entity, the edited effect of the target entity after the attribute editing operation is displayed in the visual canvas.
[0064] For example, a diagram illustrating drag-and-drop operations in the game level editing interface can be shown as follows: Figure 3 As shown, Figure 3 In the process, you can drag and drop the target entity "Soldier 2" to the target location in the visualization canvas for preview.
[0065] In some embodiments, the entity editing panel can also be updated according to the following steps S301-S302:
[0066] S301: In response to an attribute editing operation on the target entity, perform entity attribute matching in the entity library of the same type as the target entity to obtain the entity attribute matching result.
[0067] Among them, the attribute editing operation for the target entity can be, for example, the editing operation for the target entity's health, attack, and defense attributes; the same type as the target entity can be understood as the same as multiple levels of types. For example, "Soldier 1" and "Soldier 2" both belong to Monster (parent type) - Soldier (child type). After the attribute editing operation for "Soldier 1", the entity attributes can be matched with each entity under the "Monster - Soldier" type.
[0068] S302: If the entity attribute matching result indicates that there is no matching entity, add the currently edited target entity to the entity library according to the entity attribute of the currently edited target entity.
[0069] For example, the flowchart for performing entity updates can be as follows: Figure 4 As shown, Figure 4 In the process, after a user modifies the entity attributes of a target entity, the entity type of the target entity can be obtained and the entity attributes can be matched in the entity library of entities of the same type. If the match is successful, the entity ID can be replaced and the canvas display can be updated according to the matching result. If the match is unsuccessful, a confirmation box can be popped up and a new ID can be recommended. The user can confirm the recommended new ID or enter a new ID himself, so that the entity library can be updated according to the new ID and entity attributes.
[0070] The recommended new ID can be calculated based on the existing IDs in the entity database. For example, the current maximum ID + 1 = recommended new ID.
[0071] For example, a diagram illustrating the pop-up prompt box in the game level editing interface can be shown as follows: Figure 5 As shown, Figure 5 In the process, after a user modifies the entity attributes of the target entity, a confirmation dialog box is popped up to recommend the new ID 123456.
[0072] In some embodiments, in response to an edit undo operation in the target editing scenario, the editing effect of the visual elements after the edit undo operation can be presented in the visualization canvas based on the real-time state data of the target editing scenario saved before each edit operation response.
[0073] For example, based on the stage snapshot mechanism, real-time state data of the target editing scenario can be saved before each editing operation response, and single-step / multi-step editing undo can be performed subsequently through editing undo operations.
[0074] The following is a detailed introduction to S104:
[0075] In some embodiments, when incrementally updating the game resource data corresponding to the target editing scenario based on the edited content, for game engineering data, the original game engineering data cached when loading game resource data can be updated with data rows based on the entity ID corresponding to the edited content, and the game engineering data after the data row update can be serialized; and for planning configuration data, the target data row in the planning configuration data can be synchronously updated based on the entity ID corresponding to the edited content.
[0076] For example, for game project data (JSON data), you can replace only the data row with the target ID based on the entity ID corresponding to the edited content, and then reserialize the game project data after the data row is updated; for designer configuration data (XLSX data), you can use the openpyxl library to achieve precise row-level modification, and insert new rows into the end of the same type area using insert_rows to achieve synchronous update of the target data row.
[0077] In some embodiments, a flowchart illustrating the entire process of game level editing based on a visual canvas can be as follows: Figure 6 As shown, Figure 6 In the process of starting to edit game levels, the following steps are included:
[0078] Step 1: Load game resource data.
[0079] Step 2: Select the target level and target level stage.
[0080] Step 3: Visualize the canvas and render the level layout.
[0081] Step 4: Game editing operations.
[0082] The game editing operations include:
[0083] 1. Drag and drop entities from the entity editing panel onto the canvas.
[0084] 2. Adjust the position / properties of the entity (by dragging / selecting by box / using the properties panel, etc.).
[0085] Step 5: Determine whether the entity needs to be updated.
[0086] If yes, then automatically generate a new ID and proceed to step 6; otherwise, proceed to step 6.
[0087] Step 6: Determine if editing is complete.
[0088] If yes, then perform an incremental update; otherwise, return to step 4 to continue the game editing operation.
[0089] For detailed explanations of each of the above steps, please refer to the relevant content above, which will not be repeated here.
[0090] Corresponding to the above method embodiments, this application also provides embodiments of a game level editor based on a visual canvas, such as... Figure 7 As shown, the game level editor includes:
[0091] The data loading module is used to load game resource data for the game to be edited;
[0092] The visualization canvas rendering module is used to render the visual elements in the target editing scene in the visualization canvas of the game level editing interface;
[0093] The interactive operation module is used to respond to interactive operations in the target editing scene and present the interactive effects of the visual elements in the visual canvas after the interactive operation.
[0094] The entity editing module is used to classify, manage, and dynamically update entities according to at least two classification levels.
[0095] The incremental export module is used to incrementally update the game resource data corresponding to the target editing scene based on the edited content.
[0096] The edit undo module is used to save the real-time state data of the target editing scene before the edit operation is responded to, and in response to the edit undo operation in the target editing scene, it presents the editing effect of the visual elements in the visualization canvas after the edit undo operation.
[0097] The above is an illustrative scheme of the game level editor based on a visual canvas in this embodiment. It should be noted that the technical solution of this game level editor based on a visual canvas and the technical solution of the game level editing method based on a visual canvas described above belong to the same concept. For details not described in detail in the technical solution of this game level editor based on a visual canvas, please refer to the description of the technical solution of the game level editing method based on a visual canvas described above.
[0098] Figure 8 A structural block diagram of a computing device 800 according to an embodiment of this application is shown. The components of the computing device 800 include, but are not limited to, a memory 810 and a processor 820. The processor 820 is connected to the memory 810 via a bus 830, and a database 850 is used to store data.
[0099] The computing device 800 also includes an access device 840, which enables the computing device 800 to communicate via one or more networks 860. Examples of these networks include Public Switched Telephone Network (PSTN), Local Area Network (LAN), Wide Area Network (WAN), Personal Area Network (PAN), or combinations of communication networks such as the Internet. The access device 840 may include one or more of any type of wired or wireless network interface (e.g., a network interface card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) wireless interface, a Wi-MA8 (Worldwide Interoperability for Microwave Access) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.
[0100] In one embodiment of this application, the aforementioned components of the computing device 800 and Figure 8 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 8The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this application. Those skilled in the art can add or replace other components as needed.
[0101] The computing device 800 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or personal computers (PCs). The computing device 800 can also be a mobile or stationary server.
[0102] The processor 820 is used to execute the following computer program / instruction, which, when executed by the processor, implements the steps of the above-described game level editing method based on a visual canvas.
[0103] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the game level editing method based on the visualization canvas described above belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the game level editing method based on the visualization canvas described above.
[0104] An embodiment of this application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, implement the steps of the game level editing method based on a visual canvas as described above.
[0105] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium belongs to the same concept as the technical solution of the game level editing method based on the visualization canvas described above. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the game level editing method based on the visualization canvas described above.
[0106] The foregoing has described specific embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0107] The computer instructions include computer program code, which may be in the form of source code, object code, executable file, or certain intermediate forms. The computer-readable medium may include any entity or device capable of carrying the computer program code, recording media, USB flash drives, portable hard drives, magnetic disks, optical disks, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately added to or subtracted according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media may not include electrical carrier signals and telecommunication signals.
[0108] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0109] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0110] The preferred embodiments disclosed above are merely illustrative of this application. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the content of this application. These embodiments are selected and specifically described in this application to better explain the principles and practical applications of this application, thereby enabling those skilled in the art to better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.
Claims
1. A method for editing game levels based on a visual canvas, characterized in that, The game level editing method is applied to the web platform and includes: Load game resource data for the game to be edited; In response to the selection operation of the target level stage in the game to be edited, all visual elements in the target level stage are rendered in the visualization canvas of the game level editing interface; wherein, each visual element in the target level stage is presented in the target movement path corresponding to the target level stage in sequence after coordinate transformation according to the corresponding editing attributes. In response to an editing operation in the target editing scenario, the editing effect of the visual elements after the editing operation is displayed in the visual canvas; In response to the completion of the editing condition, the game resource data corresponding to the target editing scene is incrementally updated based on the edited content.
2. The game level editing method according to claim 1, characterized in that, The rendering of all visual elements in the target level stage in the visual canvas of the game level editing interface includes: The coordinate transformation is performed according to the pre-configured coordinate mapping algorithm, converting the initial coordinates of each visual element in the target level stage in the game world coordinate system into the target coordinates in the two-dimensional top view. Based on the target coordinates and editing attributes corresponding to each visual element, render all visual elements within the target level stage within the visual canvas along the target movement path corresponding to the target level stage.
3. The game level editing method according to claim 1 or 2, characterized in that, The game level editing interface includes an entity editing panel, which is used to classify and dynamically update entities according to at least two classification levels. The response to an editing operation in the target editing scenario, displaying the editing effect of the visual elements on the visualization canvas after the editing operation, includes: In response to a drag operation on a target entity within the entity editing panel, the target entity is added to the target location in the visualization canvas for preview. And / or, In response to attribute editing operations on a target entity, the editing effect of the target entity after the attribute editing operation is displayed in the visualization canvas.
4. The game level editing method according to claim 3, characterized in that, The game level editing method includes updating the entity editing panel according to the following steps: In response to an attribute editing operation on the target entity, entity attribute matching is performed in the entity library of the same type as the target entity to obtain the entity attribute matching result; If the entity attribute matching result indicates that no matching entity exists, the target entity being edited is added to the entity library according to its entity attributes.
5. The game level editing method according to claim 1, characterized in that, The incremental update of game resource data corresponding to the target editing scene based on the edited content includes: For game project data, based on the entity ID corresponding to the edited content, the original game project data cached when loading game resource data is updated with data rows, and the updated game project data is serialized; and, For the planning configuration data, the target data row in the planning configuration data is updated synchronously based on the entity ID corresponding to the edited content.
6. The game level editing method according to claim 1, characterized in that, The visualization elements include visual game scene constraint elements; The rendering of all visual elements in the target level stage in the visual canvas of the game level editing interface includes: In the visual canvas of the game level editing interface, the game scene constraint elements in the target editing scene are rendered to indicate that there are scene constraints in the corresponding game area.
7. The game level editing method according to claim 1, characterized in that, The game level editing method also includes: In response to an edit undo operation in the target editing scenario, based on the real-time state data of the target editing scenario saved before each edit operation response, the editing effect of the visual elements after the edit undo operation is presented in the visualization canvas.
8. A game level editor based on a visual canvas, characterized in that, The game level editor is used to implement the function of the method according to any one of claims 1-7, and the game level editor includes: The data loading module is used to load game resource data for the game to be edited; The visualization canvas rendering module is used to render the visual elements in the target editing scene in the visualization canvas of the game level editing interface; The interactive operation module is used to respond to interactive operations in the target editing scene and present the interactive effects of the visual elements in the visual canvas after the interactive operation. The entity editing module is used to classify, manage, and dynamically update entities according to at least two classification levels. The incremental export module is used to incrementally update the game resource data corresponding to the target editing scene based on the edited content. The edit undo module is used to save the real-time state data of the target editing scene before the edit operation is responded to, and in response to the edit undo operation in the target editing scene, it presents the editing effect of the visual elements in the visualization canvas after the edit undo operation.
9. A computing device, comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, characterized in that, When the processor executes the instructions, it implements the steps of the method according to any one of claims 1-7.
10. A computer-readable storage medium storing computer instructions, characterized in that, When executed by the processor, this instruction implements the steps of the method according to any one of claims 1-7.