Action effect display method and apparatus, and electronic device

By generating target scene components in the game editing scene and displaying action indication information, the problems of poor expansion of force components and unintuitive influence are solved, and clear visualization of force and rich gameplay are achieved.

WO2025044610A1PCT designated stage expired Publication Date: 2025-03-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/107208
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-29
Filing Date
2024-07-24
Publication Date
2025-03-06

AI Technical Summary

Technical Problem

In the game editor, the extensibility of the force components is poor, and it is impossible to effectively express the editing process of multi-directional, multi-shaped, and uneven force fields, and the influence of the force parameters is not intuitive enough.

Method used

A method of displaying effects is provided, by generating target scene components in a game editing scene, and displaying component action indication information based on component attribute parameters of the editing operation, including the source of action, direction of action and force distribution.

Benefits of technology

Enable players to clearly understand the effects and rules of each force, and improve the richness of gameplay and editing intuition.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure CN2024107208_06032025_PF_FP_ABST
Patent Text Reader

Abstract

Provided are an action effect display method and apparatus, and an electronic device. The method comprises: in response to a trigger operation with respect to a target editing component in a game editing scenario, performing control to generate in the game editing scenario a target scenario component corresponding to the target editing component; and in response to an editing operation with respect to the target scenario component, on the basis of a component attribute parameter determined by means of the editing operation, displaying corresponding component action indication information in the target scenario component, so as to prompt an action effect that is generated after the target scenario component is triggered in a game running stage, wherein the component action indication information comprises at least one piece of the following information: an acting force source corresponding to the target scenario component, an acting direction of an acting force, and an acting force distribution condition.
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Description

Effect display method, device and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311101389.4, filed on August 29, 2023, entitled “Method, device and electronic device for displaying action effects”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game editing technology, and in particular to an action effect display method, an action effect display device, and an electronic device. Background Art

[0004] The component library in the game editor includes a force component. Players can set the force component in the game editing scene and adjust its size and the direction of the force area it applies. However, this method only provides a single, evenly distributed force area through the force component, resulting in poor scalability and a less intuitive representation of the force component in the game editing scene.

[0005] Summary of the Invention

[0006] The purpose of the present disclosure is to provide an action effect display method, an action effect display device and an electronic device to visualize the action effect of the action force in the target scene component in the game editing scene, so that the player can clearly understand the action effect and action rules of each action force.

[0007] An embodiment of the first aspect of the present disclosure provides a method for displaying an effect, the method comprising: providing a graphical user interface of a game editing stage through a terminal device, the graphical user interface including a game editing scene, and the game editing scene including a target editing component; responding to a triggering operation on the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; responding to an editing operation on the target scene component, displaying corresponding component action indication information in the target scene component based on component attribute parameters determined by the editing operation, so as to prompt the effect generated after the target scene component is triggered during the game running stage; wherein the component attribute parameters include at least a force parameter, and the component action indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force, and the force distribution.

[0008] The second aspect of the present disclosure provides an effect display device, which includes: an interface display module, configured to execute a graphical user interface provided in a game editing stage through a terminal device, the graphical user interface including a game editing scene, and the game editing scene including a target editing component; a component triggering module, configured to execute a triggering operation in response to the target editing component, and control the generation of a target scene component corresponding to the target editing component in the game editing scene; an information display module, configured to execute an editing operation in response to the target scene component, and display corresponding component action indication information in the target scene component based on component attribute parameters determined by the editing operation, so as to prompt the effect generated after the target scene component is triggered in the game running stage; wherein the component attribute parameters include at least force parameters, and the component action indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force, and the force distribution.

[0009] An embodiment of the third aspect of the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned action effect display method.

[0010] The fourth aspect of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned effect display method.

[0011] The embodiments of the present disclosure bring the following beneficial effects:

[0012] The present disclosure provides an effect display method, effect display device, and electronic device. First, in response to a trigger operation on a target editing component in a game editing scene, a target scene component corresponding to the target editing component is generated in the game editing scene; then, in response to an editing operation on the target scene component, corresponding component action indication information is displayed in the target scene component based on component attribute parameters determined by the editing operation, so as to prompt the effect generated after the target scene component is triggered during the game running phase; wherein, the component attribute parameters include at least an action force parameter, and the component action indication information includes one or more of the following information: the action force source, action direction, and action force distribution corresponding to the target scene component. In this manner, the action force source, action direction, and action distribution corresponding to the target scene component can be visually expressed through the component action indication information, so that players can clearly understand the action effect and action rules of the action force, which helps players edit richer gameplay.

[0013] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0014] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0016] FIG1 is a flow chart of a method for displaying an effect provided by one of the embodiments of the present disclosure;

[0017] FIG2 is a schematic diagram showing an editable component included in a component library provided in one embodiment of the present disclosure;

[0018] FIG3 is a schematic diagram of three target editing components provided in one embodiment of the present disclosure;

[0019] FIG4 is a schematic diagram of a first identifier provided by one of the embodiments of the present disclosure;

[0020] FIG5 is a schematic diagram showing component action indication information corresponding to different action types provided in one embodiment of the present disclosure;

[0021] FIG6 is a schematic structural diagram of an effect display device provided by one of the embodiments of the present disclosure;

[0022] FIG7 is a schematic structural diagram of an electronic device provided in accordance with one of the embodiments of the present disclosure. DETAILED DESCRIPTION

[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0024] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0025] The component library in the game editor includes a force component. Players can set the force component in the game editing scene and adjust its size and the direction of the force area corresponding to the force component. However, this method can only provide a single-directional, evenly distributed force area through the force component. The appearance and interaction of the force component are simple and have poor scalability. It does not have the ability to intuitively convey the necessary properties when editing multi-directional, multi-shaped, and uneven force fields. Moreover, the expression of the force component in the game editing scene is not intuitive enough, making it difficult to directly reflect the impact of the force parameters set by the player.

[0026] Based on the above problems, the embodiments of the present disclosure provide a method, device and electronic device for displaying force effects. This technology can be applied to game editing scenes in game editors, especially editing scenes for force areas.

[0027] In one embodiment of the present disclosure, the effect display method can be run on a local terminal device or a server. When the effect display method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0028] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the effect display method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0029] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0030] In a possible implementation, the present disclosure provides a method for displaying an action effect, as shown in FIG1 . The method includes the following specific steps:

[0031] Step S102: providing a graphical user interface of the game editing stage through the terminal device, wherein the graphical user interface includes a game editing scene, and the game editing scene includes a target editing component.

[0032] The above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interaction system. Specifically, the terminal device can be a mobile phone, a computer, a tablet computer, etc. The above-mentioned game editing scene is a scene provided by running the game program, and can also be understood as a scene provided by the game editor. In the game editing scene, editable components can be edited, and the edited editable components are determined as scene components and set in the game editing scene. In actual applications, when a player triggers a game editing instruction, the game editing scene can be displayed in the graphical user interface, and the game editing instruction can be determined according to the rules of the game. For example, the editing instruction can be an operation to enter the game editor; it can also be an operation to select a scene map for editing, etc.

[0033] In a specific embodiment, the game editing scene includes multiple editable components, which are typically components in a component library. When a player triggers an editable component, a scene component corresponding to the editable component is generated in the game editing scene. The target editable component included in the game editing scene can be any one of the multiple editable components, or a specific editable component. Specifically, the component type and component form of the editable components included in the component library can be set according to R&D requirements.

[0034] As shown in FIG2 , a schematic diagram of the display of editable components included in a component library provided by an embodiment of the present disclosure is shown. The rectangular box corresponding to the number 1 in FIG2 is the component library. The component library includes multiple different types of editable components, including: structural components, furniture components, environmental components, mechanism components, biological components, and combination components, etc. Each type of editable component also contains multiple editable components. For example, the mechanism component in FIG2 also includes a motion mechanism component, a functional mechanism component, a logic component, an object component, and a floor component, wherein the motion mechanism component also includes a cylinder, a gear, a cross gear, a clockwise turntable, etc.

[0035] Step S104 , in response to the triggering operation on the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene.

[0036] The triggering operation for the target editing component can be dragging the target editing component from the component library to the game editing scene, or clicking or long-pressing the target editing component. When the player triggers the target editing component, a target scene component corresponding to the function and shape of the target editing component will be generated in the game editing scene.

[0037] Step S106, in response to the editing operation on the target scene component, the corresponding component action indication information is displayed in the target scene component based on the component attribute parameters determined by the editing operation, so as to prompt the effect produced after the target scene component is triggered during the game running stage; wherein, the component attribute parameters include at least force parameters, and the component action indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force and the force distribution.

[0038] The above-mentioned editing operation is generally an editing operation on the component attribute parameters contained in the target scene component. The specific parameters included in the component attribute parameters can be determined according to R&D requirements or according to player settings. Specifically, the component attribute parameters can include force parameters, size parameters, position parameters, etc. Among them, the force parameters can include one or more of the following: a first parameter for configuring the source of the force, a type parameter for configuring the type of action, a second parameter for configuring the magnitude of the force, and a third parameter for configuring the direction of the action.

[0039] When adjusting the component attribute parameters based on the editing operation, or after obtaining the adjusted component attribute parameters based on the editing operation, the corresponding component action indication information will be displayed in the target scene component based on the component attribute parameters to prompt the effect produced after the target scene component is triggered during the game running phase. Specifically, the target scene component is equivalent to a trigger in the game editing phase. When the force-affecting object collides with the target scene component, the effect corresponding to the target scene component is triggered, and when the force-affecting object is located inside the target scene component, the force-affecting object is affected by the effect corresponding to the target scene component. Among them, the force-affecting object can be a virtual character or virtual prop in the game, etc.

[0040] The above-mentioned action indication information includes one or more of the following information: the source of the action force corresponding to the target scene component, the direction of the action force, and the distribution of the action force. Among them, the source of the action force refers to the source of the action force, the direction of the action force refers to the direction in which the action force points, and the force distribution is used to indicate the force intensity of each area in the target scene component. This method can visualize the effect of the action force generated by the target scene component after it is triggered during the game running phase in the game editing field, that is, to visualize the source of the action force, the direction of the action force, and the distribution of the action force through the component action indication information.

[0041] An embodiment of the present disclosure provides a method for displaying action effects, which can visually express the force source, action direction, and action distribution corresponding to the target scene component through component action indication information, so that players can clearly understand the action effects and action rules of the force, which helps players edit richer gameplay.

[0042] The following preferred embodiment describes the method of generating target scene components.

[0043] Specifically, the above-mentioned response to the trigger operation of the target editing component and the specific process of controlling the generation of the target scene component corresponding to the target editing component in the game editing scene may include: responding to the trigger operation of the target editing component and controlling the generation of the target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein the specified shape includes a three-dimensional shape; wherein the three-dimensional shape is used to limit the trigger range of the effect corresponding to the target scene component.

[0044] In specific implementation, the specified shape corresponding to the target editing component is pre-set. The specified shape is a fixed three-dimensional shape. The three-dimensional shape can be any shape and can be determined according to R&D requirements or player settings. For example, the three-dimensional shape can be a sphere, cylinder, cube or tricone, etc. The three-dimensional shape limits the triggering range of the effect corresponding to the target scene component, that is, the effect corresponding to the target scene component will be triggered only when the object affected by the force is within the unit three-dimensional shape corresponding to the target scene component. After the effect corresponding to the target scene component is triggered, the effect will affect the movement state of the object affected by the force. The movement state may include movement speed, movement direction, standing direction, etc.

[0045] It should be noted that the forces corresponding to the target scene components mentioned in the embodiments of the present disclosure, or the effects corresponding to the target scene components, are all calculated based on the component attribute parameters of the target scene components. Moreover, the forces are not contained within the target scene components, but the target scene components serve as triggers for the forces. Only when the object affected by the forces collides with the target scene components will the forces be calculated based on the component attribute parameters of the target scene components, thereby affecting the movement of the object affected by the forces.

[0046] In a specific embodiment, the component library may include three types of three-dimensional target editing components, namely, a spherical target editing component, a cube-shaped target editing component, and a cylindrical target editing component. Figure 3 is a schematic diagram of the three target editing components. Except for the different three-dimensional shapes, the other functions of these three target editing components are the same.

[0047] In the above method, players can drag out a target editing component of a certain shape from the component library according to their needs to form a scene component of the shape in the game editing scene, thereby meeting the player's personalized needs.

[0048] The following preferred embodiment describes the manner in which component action indication information is displayed.

[0049] Specifically, the force parameters in the above-mentioned component attribute parameters may include: a first parameter for configuring the force source; therefore, the specific process of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined based on the editing operation may include: determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters; and displaying the first identifier for indicating the force source at the target display position in the target scene component.

[0050] In specific implementation, the player can configure the force parameters in the parameter setting panel corresponding to the target scene component. The first parameter in the force parameters is used to configure the position of the force source in the target scene component. In a specific embodiment, the above-mentioned force source includes one of the following: a point force source, a linear force source, and a surface force source. Among them, a point force source is usually a point, a linear force source is usually a line segment, and a surface force source is usually a plane. The first identifiers corresponding to force sources of different shapes are also different. Among them, the shape of the first identifier of a point force source is a dot, the shape of the first identifier of a linear force source is a line segment, and the shape of the first identifier of a surface force source is a plane.

[0051] As shown in Figure 4, this is a schematic diagram of the first identification provided by an embodiment of the present disclosure. The dot in the first sphere in Figure 4 represents the first identification of the point force source, the gray line segment in the second sphere represents the first identification of the linear force source, and the gray plane in the second sphere represents the first identification of the surface force source.

[0052] In an optional embodiment, the first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; based on this, the position coordinates indicated by the first parameter in the component attribute parameters can be determined as the target display position of the force source in the target scene component, so that the first identifier indicating the force source is displayed at the target display position in the target scene component. Specifically, the parameter setting panel of the target scene component includes a position parameter for setting the position coordinates of the force source, and the player can set any position in the target scene component as the force source position as needed.

[0053] In another optional embodiment, the first parameter is a type parameter; the type parameter is used to indicate the type of action of the force in the target scene component; different action types are respectively configured with corresponding preset positions of the force source in the target scene component; that is, the preset position of the force source of each action type in the target scene component is set by the system and is usually not modifiable by the player, but the player can also customize the position of the force source in the target scene component through the above position parameter. Based on this, after determining the type parameter, the preset position configured for the action type in the component attribute parameter can be determined as the target display position of the force source in the target scene component, thereby displaying the first identifier for indicating the force source at the target display position in the target scene component.

[0054] In a specific implementation, the preset position of the action type configuration includes one of the following: the geometric center of the three-dimensional shape corresponding to the target scene component, the central axis of the three-dimensional shape corresponding to the target scene component, or a preset surface within the three-dimensional shape corresponding to the target scene component. Specifically, the central axis is typically a line segment passing through the geometric center of the three-dimensional shape, and the preset surface is typically a plane passing through the central axis.

[0055] Specifically, different types of force sources typically have different shapes, and therefore, different force sources have different locations or regions within the target scene component. Typically, a point force source is located at the geometric center of the three-dimensional shape, a linear force source is located on the central axis of the three-dimensional shape, and a planar force source is located on a predetermined surface of the three-dimensional shape.

[0056] Furthermore, the above-mentioned force parameters can be used to include: configuring a second parameter for the magnitude of the force; the specific process of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation can be used to include: determining the force distribution of the force in the target scene component according to the magnitude of the force indicated by the second parameter in the component attribute parameters; and displaying a second identifier in the target scene component to indicate the force distribution corresponding to the target scene component.

[0057] In specific implementation, the force distribution is used to indicate the force intensity of the force in the target scene component, and the force intensity is proportional to the force size; that is, the greater the force, the greater the force intensity of the force in the target scene component. Specifically, the parameter setting panel of the target scene component may include a second parameter for setting the force size. The player can input a certain value as needed and use the value as the force size, or select the force size value corresponding to a certain option as the force size according to the force size options provided. According to the force size indicated by the second parameter, the force intensity of each area in the target scene component can be determined, and the second identifier can be displayed in the target scene component according to the force intensity of each area. Specifically, the display style of the second identifier corresponding to different force intensities is usually different, so that according to the different display styles of the second identifier, the player can clearly understand the force distribution in the target scene component.

[0058] In an optional embodiment, the above-mentioned force parameters include: a type parameter for configuring the type of action of the force in the target scene component; the action type indicated by the type parameter is different, and the distribution calculation method for determining the force distribution of the force in the target scene component according to the type parameter is different. That is, the distribution calculation method corresponding to each action type is set by the system. Specifically, the distribution calculation method corresponding to each action type is configured as one of the following: the force size indicated by the second parameter is determined as the force size of the force in the target scene component, and the force size of the force in the target scene component is the same; the force size indicated by the second parameter is determined as the force size at the location of the force source, and the force size of the force in the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source (that is, the closer the distance to the force, the greater the force; or the closer the distance to the force source, the smaller the force, etc.).

[0059] In practical applications, different types of force sources have different ways of calculating the distance between a point in the target scene component and the location of the force source. For example, for a point force source, the Euclidean distance between a point in the target scene component and the location of the point force source is calculated; for a linear force source and a surface force source, the perpendicular distance between a point in the target scene component and the line segment where the linear force source is located or the plane where the surface force source is located is calculated.

[0060] In a specific implementation, the above-mentioned second identifier includes a color identifier; different color identifiers correspond to different force intensities; therefore, when the second identifier is displayed in the target scene component, the color identifier corresponding to each area in the target scene component can be determined based on the force intensity of the force in each area in the target scene component indicated by the force distribution corresponding to the target scene component, and the corresponding color identifier is used to display each area in the target scene component. Specifically, when the force is evenly distributed in the target scene component, the magnitude of the force in each area in the target scene component is the same, so the target scene component is displayed as one color through the color identifier; when the force is unevenly distributed in the target scene component, the magnitude of the force in the target scene component gradually decreases or gradually increases, so that the target scene component is displayed as a gradient color through the color identifier. For example, if the darker the color of the color identifier, the stronger the force in that area in the target scene component, then in the target scene component, dark blue can be used to represent the position with the maximum force intensity, and white can be used to represent the position with the minimum force, with a gradual transition. The lighter the color of the connecting part, the smaller the force intensity.

[0061] In another optional embodiment, the above-mentioned component attribute parameters also include a color parameter, which is used to configure the color of the target scene component; based on this, in response to the same magnitude of the force acting on the target scene component, the target scene component is displayed by the color indicated by the color parameter; or, in response to the uneven distribution of the force acting on the target scene component, based on the color indicated by the color parameter and the force intensity of each area in the target scene component, the color identification corresponding to each area in the target scene component is determined, and the corresponding color identification is used to display each area in the target scene component.

[0062] In specific implementation, players can set the color indicated by the color parameter according to their needs. For example, the color can be red or blue, etc. By setting the color of the target scene component, players can clearly understand which are the target scene components during the game editing process. When the force intensity within the target scene component is the same, the color of the target scene component can be set to the color indicated by the color parameter; when the force is unevenly distributed within the target scene component, the force intensity within the target scene component is usually gradually increasing or decreasing. Therefore, the color indicated by the color parameter can be used as the basis to adjust the color depth according to the force intensity, so that the target scene component can be displayed in different shades of the same hue. For example, if the color indicated by the color parameter is green, then the force intensity of the dark green area within the target scene component is greater than that of the light green area.

[0063] In an optional embodiment, the above-mentioned component attribute parameters also include a force attenuation rate with distance, which is used to indicate the rate of change of the force size with distance; the force distribution is used to indicate the force strength of the force within the target scene component; based on this, when determining the force distribution of the force within the target scene component, the force strength of each area within the target scene component can be determined based on the force size indicated by the second parameter and the force attenuation rate with distance. Among them, the force attenuation rate with distance can be a negative number or a positive number. When the force attenuation rate with distance is a negative number, the closer to the source of the force, the smaller the force; when the force attenuation rate with distance is a positive number, the closer to the source of the force, the greater the force.

[0064] In another optional embodiment, when the force decays within the target scene component, a reverse force may occur. Based on this, it is possible to determine whether two forces of opposite directions are contained within the target scene component based on the magnitude of the force indicated by the second parameter, the force decay rate with distance, and the position of the force magnitude indicated by the second parameter within the target scene component; in response to the presence of two forces of opposite directions within the target scene component, the areas corresponding to the two forces of opposite directions are displayed in the target scene component in a first color and a second color, respectively. Specifically, the specific colors of the above-mentioned first color and second color can be determined according to R&D requirements or player settings, and the first color and the second color are different colors, for example, the first color is blue and the second color is red, so as to distinguish between force areas of different directions.

[0065] In specific implementation, the magnitude of the force corresponding to the force source can be a positive number, and the force attenuation rate with distance can also be a positive number. Then, the farther away from the force source, the smaller the force. It is also possible that the force decays to zero or even a negative number. When the force decays to a negative number, a reverse force will appear. Specifically, in the target scene component, the corresponding action direction is displayed in the area displayed in the first color and the area displayed in the second color respectively; in the target scene component, the force magnitude corresponding to the dividing line position of the area displayed in the first color and the area displayed in the second color is zero.

[0066] Furthermore, the above-mentioned force parameters include: a third parameter for configuring the direction of action; the specific process of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the above-mentioned editing operation may also include: determining the direction of action of the force in the target scene component according to the third parameter in the component attribute parameters; and displaying a third identifier for indicating the direction of action in the target scene component.

[0067] In specific implementations, the parameter setting panel of the target scene component includes a control for setting the direction of action. Players can enter coordinate values ​​in this control and determine the coordinate direction based on the input coordinate values, which is then used as the direction of action. Players can select a direction from the given direction options as the direction of action. The display format of the third identifier can be determined based on R&D requirements. For example, the third identifier can be a line segment with an arrow, or an arrow identifier, etc., where the direction indicated by the arrow is also the direction of action.

[0068] In an optional embodiment, the action direction indicated by the third parameter in the component attribute parameters can be directly determined as the action direction of the force in the target scene component, so that a third identifier indicating the action direction is displayed in the target scene component.

[0069] In another optional embodiment, the above-mentioned force parameters also include: type parameters for configuring the type of action of the force in the target scene component; different action types are respectively configured with corresponding action direction expressions; the action direction expressions include one of the following: using the action direction indicated by the third parameter as the action direction of the force in the target scene component, the action direction pointing to the action source or the action direction outward along the action source (here is the case where the action source is a point action source), and the action direction perpendicular to the action source (here is the case where the action source is a linear action source or a surface action source). Based on this, the action direction of the force in the target scene component can be determined based on the action direction expression corresponding to the action type indicated by the component attribute parameter.

[0070] Furthermore, different action types are configured with corresponding identification display forms; the identification display forms include one of the following: displaying a third identification on the central axis of the target scene component; wherein the direction pointed by the third identification is the action direction; if the action force source is a point-like action force source, a target coordinate system centered on the point-like action force source is established, and a third identification pointing outward from or toward the point-like action force source is displayed on the three axes of the target coordinate system; if the action force source is a linear action force source or a planar action force source, a third identification perpendicular to the action force source is displayed in the target scene component. The three axes in the target coordinate system are parallel to the X-axis, Y-axis, and Z-axis in the world coordinate system.

[0071] In specific implementations, different types of force sources will usually appear depending on the type of action. Among them, the action type is similar to the gravity field type. This action type may include but is not limited to: a first action type whose action range is the entire scene area of ​​the game editing scene, a second action type whose action direction points to a specified direction, a third action type whose action direction points to the location of a point-like force source or points outward from the location of a point-like force source, a fourth action type whose action direction is perpendicular to the location of a linear force source, and a fifth action type whose action direction is perpendicular to the location of a planar force source. The above-mentioned specified direction can be determined according to R&D requirements or player settings, and the specified direction is also the configured action direction.

[0072] In actual applications, the component action indication information displayed in the target scene component based on the component attribute parameters of the target scene component may include one or more of the following information: the source of the force acting on the target scene component, the direction of the force, and the distribution of the force. Generally, the component action indication information displayed in the target scene component may vary depending on the type of force acting on the target scene component. In a specific embodiment, the first action type can be called a global field, and the component action indication information corresponding to the global field only includes the action direction and action distribution, and does not include the action force source; the second action type can be called a unidirectional gradient field, and the action direction of the unidirectional gradient field only points to a certain direction, and the force magnitude will increase or decrease in this direction. Therefore, the component action indication information corresponding to the unidirectional gradient field only includes the action direction and action distribution; the third action type can be called a point radiation field, and the action force source of the point radiation field is a point-shaped action force source, and the action direction will point to the point-shaped action force source in a 360-degree direction or point outward from the point-shaped action force source; the fourth action type can be a linear radiation field, and the action source of the linear radiation field is a linear action force source, and the action direction will surround the linear action source and be perpendicular to the linear action source. Therefore, the component action indication information corresponding to the third and fourth action types usually displays the action force source, action direction and force distribution.

[0073] As shown in FIG5 , a schematic diagram of the display of component action indication information corresponding to different action types provided by an embodiment of the present disclosure is shown. FIG5 shows component action indication information corresponding to target scene components of three different three-dimensional shapes under four action types; in the target scene component corresponding to the global field, the downward arrow indicates that the direction of action of the action force corresponding to the target scene component is vertically downward, and the color of the target scene component is the same, so the force intensity of each area within the target scene component is the same, that is, the force distribution is uniform. In the target scene component corresponding to the unidirectional gradient field, since the magnitude of the action force will change according to the set attenuation rate of the action force with distance, FIG5 shows that there is a reverse action under the unidirectional gradient field, that is, the situation of the right component under the unidirectional gradient field, wherein the downward arrow indicates that the action direction of the action force corresponding to the target scene component is vertically downward, and the upward arrow indicates that the action direction of the action force corresponding to the target scene component is vertically upward. Specifically, the action direction corresponding to the global field and the unidirectional gradient field is represented by an arrow parallel to the camera and passing through the centroid. In a unidirectional gradient field, the color of the target scene component is gradual, so the force distribution within the target scene component is non-uniform, and different colors represent different force intensities.

[0074] In the target scene components corresponding to point and linear radiation fields, the magnitude of the applied force varies based on the set force-with-distance decay rate. Therefore, the point and linear radiation fields in Figure 5 display a reverse force, as shown in the components on the right side of each field. The areas corresponding to the reverse force in the target scene component are displayed in different colors than those corresponding to the forward force. In both point and linear radiation fields, the target scene components have a gradient color, resulting in a non-uniform distribution of applied forces within the target scene component, with different colors representing different force intensities. In the target scene component corresponding to a point radiation field, a point force source (the dot at the geometric center of the target scene component in Figure 5) is displayed. The direction of the applied force is indicated by arrows pointing outward from or toward the point force source along the three axes of the target coordinate system centered on the point force source. In the target scene component corresponding to a linear radiation field, a linear force source (such as the line segment on the central axis of the target scene component in Figure 5) is displayed. The direction of the applied force is indicated by four arrows perpendicular to the linear force source.

[0075] It should be noted that for different types of action, the position of the force source corresponding to the point radiation field and the straight radiation field source may deviate from the centroid under the player's configuration operation, and the color of the color mark used to indicate the force distribution and the position of the arrow used to indicate the direction of action will also shift.

[0076] In this method, in response to the player's visualization needs during the editing process and future more complex force rules, this method can specify force explicit rules based on common sense cognition, allowing players to maintain a consistent recognition of the effects of different shapes; at the same time, the force source, direction, and intensity changes are all visually expressed. In addition, this method also provides a common sense expression for the situation where objects are subjected to reverse forces in the target scene components. This method allows players to accurately understand the force situation corresponding to each target scene component, helping players to personalize the game editing scene.

[0077] The following preferred embodiments are used to describe the method of editing the target scene component.

[0078] Specifically, a setting control is displayed in the graphical user interface; the specific process of responding to the editing operation on the target scene component and displaying the corresponding component role indication information in the target scene component based on the component attribute parameters determined by the editing operation can also be achieved through the following steps 10-11:

[0079] Step 10, in response to selecting the target scene component, a parameter setting panel is displayed in the graphical user interface for the triggering operation of setting the control; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the component property parameters corresponding to the scene component.

[0080] Players can click or long press the target scene component in the game editing scene to select the target scene component. After selecting the target scene component, the setting control is triggered to display the parameter setting panel in the graphical user interface. The parameter setting panel is used to set the component property parameters corresponding to the target scene component.

[0081] In a specific embodiment, the parameter setting panel includes at least one of the following editable controls: an editable control for configuring the force source position, an editable control for configuring the action type, an editable control for configuring the force magnitude, an editable control for configuring the action direction, an editable control for configuring the force attenuation rate with distance, an editable control for configuring the force blending method, an editable control for configuring the action priority, and an editable control for configuring the action-affected object, etc. The editable controls displayed in the parameter setting panel vary for different action types.

[0082] The virtual object mentioned in the above embodiment is also an object of influence, which is an object that can be affected by the force in the target scene component. The object of influence can be a virtual character, a virtual prop, or a dynamic object or static pendant in the game scene. The above-mentioned action priority refers to the triggering priority of the force when the forces corresponding to the two target scene components overlap. Generally, the higher the level, the higher the priority. The force mixing method refers to the mixing method of the forces corresponding to the overlapping areas when the force areas with the same trigger priority overlap; the above-mentioned force mixing method is pre-set, and the force mixing method can include multiple methods. Players can set it according to their needs, or they can set it according to research and development needs. Specifically, the above-mentioned force mixing method includes one of the following: calculating the sum of the forces in the overlapping areas; calculating the average value of the forces corresponding to the overlapping areas; taking the maximum force in the overlapping areas.

[0083] Step 11, in response to the setting operation on the parameter setting panel, the component attribute parameters corresponding to the target scene component are adjusted, and while adjusting the component attribute parameters, component action indication information determined based on the adjusted component attribute parameters is displayed in the target scene component.

[0084] In specific implementations, the specific operations of the above-mentioned setting operations can be determined based on the player's operations. Players can set the component attribute parameters corresponding to the target scene component by inputting numerical values ​​or selecting controls in the multiple editable controls displayed in the parameter setting panel. While adjusting the component attribute parameters, the graphical user interface will display in real time the changes in the component action indicator information displayed in the target scene component based on the adjusted component attribute parameters, so that players can clearly understand whether the effect corresponding to the current target scene component is what they need, which helps to improve the player's editing experience.

[0085] In an optional embodiment, the parameter settings panel also includes a force demonstration control; this force demonstration control can be displayed anywhere within the parameter settings panel. Based on this, in response to a triggering operation on the force demonstration control, the graphical user interface displays the dynamic change of the third indicator indicating the direction of action displayed in the target scene component along the direction of action. During this dynamic change, the length of the third indicator changes with the magnitude of the force, and the direction indicated by the third indicator also changes with the change in the direction of action. This method allows players to intuitively understand the corresponding effect of the target scene component through animation.

[0086] For example, if the third identifier is represented by an arrow, then along the direction of action, the arrow will gradually move from the position of the force source to the edge of the target scene component; if there is a corresponding reverse force in the target scene component, during the demonstration, two arrows will appear in the axial direction of a certain action direction, and these two arrows will disappear at the position where the force is 0, and the demonstration will end.

[0087] Furthermore, the above-mentioned parameter setting panel also includes a switch control; wherein the switch control is used to configure: whether the target scene component is visible in the game scene generated based on the game editing scene. That is, when the player turns on the switch control, the three-dimensional shape corresponding to the target scene component will be displayed in the game scene provided during the game running phase; if the player turns off the switch control, the three-dimensional shape corresponding to the target scene component will not be displayed in the game scene. When the three-dimensional shape corresponding to the target scene component is not visible in the game scene, the puzzle-solving gameplay will have new directions to explore, so that the gameplay can be hidden in the game scene, waiting for players to discover. If the three-dimensional shape corresponding to the target scene component is visible in the game scene, the player will clearly understand the force effect corresponding to each area in the game, which will help to quickly pass the game.

[0088] Furthermore, the above-mentioned graphical user interface includes a zoom control; in response to a trigger operation on the zoom control, three axis identifiers of a preset coordinate axis are displayed on the target scene component; different axis identifiers are respectively configured with corresponding preset axes; in response to an adjustment operation on the target axis identifier, the size of the target scene component in the preset axis corresponding to the target axis identifier is adjusted to obtain a target scene component after the size adjustment; wherein the target axis identifier is an axis identifier among the three axis identifiers. The above-mentioned adjustment operation can be a drag operation or a click operation on the target axis identifier. By adjusting the size of the target scene component, the scope of the force can be adjusted.

[0089] The following embodiments describe how to generate game scene information and how to run a game.

[0090] Furthermore, the graphical user interface includes a first interactive control; in response to a triggering operation on the first interactive control, game scene information corresponding to a game editing scene is generated; wherein the game scene information includes component information of a scene editing component in the game editing scene; and the game scene information is transmitted to a server; wherein the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene based on the game scene information through the game program. The terminal device can be a terminal device that touches the first interactive control, or another terminal device that is communicatively connected to the server.

[0091] After the first interactive control is triggered by the terminal device, the game scene information corresponding to the game editing scene can be generated, and the game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs and other information). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews and approves it, the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.

[0092] In a specific implementation, players can use the game scene information to experience the game. Specifically, the following steps 20-23 can be used to experience the game:

[0093] Step 20, in response to the game running instruction, displays the game scene of the game running stage through the graphical user interface, and the game scene includes a specific force area corresponding to the target scene component generated according to the component information in the game scene information; wherein, the specific force area is configured with specific action parameters, and the specific action parameters are different from the basic action parameters configured in the game scene; the specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force area.

[0094] The game scene is usually configured with basic force parameters corresponding to the entire game scene. The basic force parameters are used to control the influence of forces on virtual objects in scene areas other than specific force areas in the game scene; wherein, the basic force parameters at least include the magnitude and direction of the force. The game scene may include one or more specific force areas, each of which is configured with corresponding specific force parameters. The specific force area is used to control the influence of forces on virtual objects in the specific force area, and the specific force parameters at least include the magnitude and direction of the force. At the same time, the three-dimensional shape of the target scene component is used to limit the scope of action of the specific force area.

[0095] Step 21, when the virtual object is in a non-specific force area in the game scene, determine the basic movement state of the virtual object according to the basic action parameters, and the basic movement state includes at least one of the following states: basic movement speed, basic movement direction and basic standing direction.

[0096] When a virtual object is at a certain position within a non-specific force area and the player does not control the movement of the virtual object, the basic movement direction of the virtual object matches the action direction corresponding to the basic force parameter, and the basic movement speed of the virtual object matches the force magnitude corresponding to the basic force parameter. When the player controls the virtual object to move within the non-specific force area, the movement state of the virtual object will be affected by both the basic force parameter and the player's control. For example, if the action direction corresponding to the non-specific force area is directly downward, when the player controls the virtual object to jump directly upward within the non-specific force area, the virtual object will not jump upward continuously, but will be subjected to a downward force, so that the virtual object will move downward after jumping to a certain height.

[0097] Step 22, in response to the virtual object and the specific force area satisfying the interaction condition, determine the target movement state of the virtual object according to the specific action parameters corresponding to the specific force area, and the target movement state includes at least one of the following states: target movement speed, target movement direction and target standing direction.

[0098] In specific implementations, the aforementioned interaction conditions can be determined based on R&D requirements or player operations. For example, the interaction condition can be the movement of a virtual object into a specific force region, or the collision of a virtual object with the specific force region. When the interaction condition is met between the virtual object and the specific force region, the virtual object will be attracted by the force determined by the specific force parameters. In other words, the target movement state of the virtual object within the specific force region will be affected by the force determined by the specific force parameters.

[0099] When the virtual object is at a certain position within a specific force area and the player does not control the movement of the virtual object, the target movement direction of the virtual object matches the action direction corresponding to the specific force parameter, and the target movement speed of the virtual object matches the force magnitude corresponding to the specific force parameter. Specifically, the target movement state of the virtual object is related to the position of the virtual object within the specific force area, that is, the target movement state of the virtual object matches the action magnitude and force direction of the virtual object at its position within the specific area. When the player controls the virtual object to move within the specific force area, the target movement state of the virtual object will be affected by the specific force parameter and the player's control. For example, if the action direction corresponding to the specific force area is directly upward, when the player controls the virtual object to move forward within the specific force area, the virtual object will move diagonally forward.

[0100] Step 23: Adjust the virtual object from the basic movement state to the target movement state.

[0101] The movement state of the virtual object will change with the change of the force parameters corresponding to the area where it is located. Therefore, when the game scene includes multiple specific force areas, the virtual object can show different movement states by being in different specific force areas, thereby improving the playability of the game.

[0102] In specific implementation, since the game scene contains at least one specific force area, a game scene may contain multiple virtual objects during the game running stage. Therefore, different virtual objects may be in different specific force areas, and thus the movement states of different virtual objects in the same game scene may be different. For example, the standing direction of virtual object 1 may be head up, while the standing direction of virtual object 2 may be head down, etc.

[0103] In a control method for a virtual object provided by an embodiment of the present disclosure, a specific force area is generated in the game scene to expand the activity space of the virtual object in the game scene, so that the original volume of the game scene can accommodate more game content, thereby increasing the playability of the game level and improving the player's gaming experience.

[0104] In accordance with the above method embodiment, the present disclosure further provides an effect display device, as shown in FIG6 , comprising:

[0105] The interface display module 50 is configured to execute a graphical user interface (GUI) for providing a game editing stage through a terminal device, wherein the graphical user interface includes a game editing scene, and the game editing scene includes a target editing component.

[0106] The component triggering module 51 is configured to execute a triggering operation in response to a target editing component, and control the generation of a target scene component corresponding to the target editing component in the game editing scene.

[0107] The information display module 52 is configured to execute a response to an editing operation on a target scene component, and display corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation, so as to prompt the effect produced after the target scene component is triggered during the game running stage.

[0108] Among them, the component attribute parameters include at least force parameters, and the component action indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force and the force distribution.

[0109] In the above-mentioned effect display device, the component action indication information can be used to visualize the force source, action direction and action distribution corresponding to the target scene component, so that players can clearly understand the effect and action rules of the force, which helps players edit richer gameplay.

[0110] Specifically, the above-mentioned component trigger module 51 is configured to execute: responding to a trigger operation on a target editing component, controlling the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein the specified shape includes a three-dimensional shape; wherein the three-dimensional shape is used to limit the trigger range of the effect corresponding to the target scene component.

[0111] Furthermore, the above-mentioned force parameters include: a first parameter for configuring the force source; the above-mentioned information display module 52 is configured to execute: determining the target display position of the force source in the target scene component based on the first parameter in the component attribute parameters; and displaying a first identifier for indicating the force source at the target display position in the target scene component.

[0112] In a specific implementation, the above-mentioned force source includes one of the following: a point force source, a linear force source and a surface force source.

[0113] In practical applications, the shape of the first identifier of the point-like force source is a dot, the shape of the first identifier of the linear force source is a line segment, and the shape of the first identifier of the surface force source is a plane.

[0114] In an optional embodiment, the above-mentioned first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; the above-mentioned information display module 52 is configured to execute: the position coordinates indicated by the first parameter in the component attribute parameters are determined as the target display position of the force source in the target scene component.

[0115] In another optional embodiment, the above-mentioned first parameter is a type parameter; the type parameter is used to indicate the type of action of the force in the target scene component; different action types are respectively configured with corresponding preset positions of the force source in the target scene component; the above-mentioned information display module 52 is configured to execute: the preset position configured by the action type in the component attribute parameter is determined as the target display position of the force source in the target scene component.

[0116] In a specific implementation, the preset position of the above-mentioned action type configuration includes one of the following: the geometric center of the three-dimensional shape corresponding to the target scene component, the central axis of the three-dimensional shape corresponding to the target scene component, and the preset surface in the three-dimensional shape corresponding to the target scene component.

[0117] Furthermore, the above-mentioned force parameters include: a second parameter for configuring the magnitude of the force; the above-mentioned information display module 52 is configured to execute: determining the force distribution of the force within the target scene component based on the magnitude of the force indicated by the second parameter in the component attribute parameters; and displaying a second identifier in the target scene component to indicate the force distribution corresponding to the target scene component.

[0118] In specific implementation, the above-mentioned force parameters include: type parameters for configuring the type of action of the force in the target scene component; different action types indicated by the type parameters have different distribution calculation methods for determining the force distribution in the target scene component based on the type parameters.

[0119] In actual applications, the above-mentioned force distribution is used to indicate the force intensity of the force in the target scene component, and the force intensity is proportional to the force size; the distribution calculation method corresponding to the action type is configured as one of the following: the force size indicated by the second parameter is determined as the force size of the force in the target scene component, and the force size of the force in the target scene component is the same; the force size indicated by the second parameter is determined as the force size at the location of the force source, and the force size of the force in the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source.

[0120] Specifically, the above-mentioned second identification includes a color identification; different color identifications correspond to different force intensities; the above-mentioned information display module 52 is configured to execute: according to the force intensity of the force indicated by the force distribution corresponding to the target scene component in each area within the target scene component, determine the color identification corresponding to each area within the target scene component, and use the corresponding color identification to display each area within the target scene component.

[0121] In an optional embodiment, the above-mentioned component attribute parameters also include a color parameter, which is used to configure the color of the target scene component; the above-mentioned device also includes a color determination module, which is configured to execute: in response to the same magnitude of the force in the target scene component, the target scene component is displayed by the color indicated by the color parameter; or, in response to the uneven distribution of the force in the target scene component, based on the color indicated by the color parameter and the force intensity of each area in the target scene component, the color identification corresponding to each area in the target scene component is determined, and each area in the target scene component is displayed using the corresponding color identification.

[0122] In a specific implementation, the above-mentioned component attribute parameters also include a force attenuation rate with distance, which is used to indicate the rate of change of the force magnitude with distance; the force distribution is used to indicate the force intensity of the force within the target scene component; the above-mentioned information display module 52 is configured to execute: based on the force magnitude indicated by the second parameter and the force attenuation rate with distance, determine the force intensity of each area within the target scene component.

[0123] Furthermore, the above-mentioned device also includes a reaction force display module, which is configured to perform: determining whether two forces with opposite directions are contained in the target scene component based on the force magnitude indicated by the second parameter, the force attenuation rate with distance, and the position of the force magnitude indicated by the second parameter in the target scene component; in response to the presence of two forces with opposite directions in the target scene component, displaying areas corresponding to the two forces with opposite directions in the target scene component with a first color and a second color respectively.

[0124] In specific implementation, in the target scene component, the corresponding action directions are respectively displayed in the area displayed in the first color and the area displayed in the second color; in the target scene component, the force magnitude corresponding to the dividing line position between the area displayed in the first color and the area displayed in the second color is zero.

[0125] Furthermore, the above-mentioned force parameters include: a third parameter for configuring the direction of action; the above-mentioned information display module 52 is also configured to execute: determining the direction of action of the force in the target scene component based on the third parameter in the component attribute parameters; and displaying a third identifier for indicating the direction of action in the target scene component.

[0126] In a specific implementation, the information display module 52 is further configured to execute: determining the action direction indicated by the third parameter in the component attribute parameters as the action direction of the force in the target scene component.

[0127] In actual applications, the above-mentioned force parameters also include: type parameters for configuring the type of action of the force in the target scene component; different action types are respectively configured with corresponding action direction expressions; the action direction expressions include one of the following: using the action direction indicated by the third parameter as the action direction of the force in the target scene component, the action direction points to the force source or the action direction is outward along the force source, and the action direction is perpendicular to the force source; the above-mentioned information display module 52 is also configured to execute: determining the action direction of the force in the target scene component based on the action direction expression corresponding to the action type indicated by the component attribute parameter.

[0128] Specifically, different action types are respectively configured with corresponding identification display forms; the identification display forms include one of the following: displaying a third identification on the central axis of the target scene component; wherein the direction pointed by the third identification is the action direction; if the force source is a point force source, a target coordinate system with the point force source as the center is established, and a third identification pointing outward from the point force source or pointing to the point force source is displayed on the three axial directions of the target coordinate system; if the force source is a linear force source or a surface force source, a third identification perpendicular to the force source is displayed in the target scene component.

[0129] Furthermore, setting controls are displayed in the above-mentioned graphical user interface; the above-mentioned information display module 52 is also configured to execute: in response to the triggering operation of the setting control after the target scene component is selected, a parameter setting panel is displayed in the graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the component property parameters corresponding to the scene component; in response to the setting operation on the parameter setting panel, the component property parameters corresponding to the target scene component are adjusted, and while adjusting the component property parameters, component action indication information determined based on the adjusted component property parameters is displayed in the target scene component.

[0130] Furthermore, the above-mentioned parameter setting panel also includes a force demonstration control; the above-mentioned device also includes an effect demonstration module, which is configured to execute: in response to a trigger operation on the force demonstration control, the dynamic change process of the third identifier displayed in the target scene component for indicating the direction of action along the direction of action is displayed in the graphical user interface; wherein, during the dynamic change process, the length of the third identifier will change with the change in the magnitude of the force, and the direction indicated by the third identifier will also change with the change in the direction of action.

[0131] Furthermore, the parameter setting panel also includes a switch control; wherein the switch control is used to configure whether the target scene component is visible in the game scene generated based on the game editing scene.

[0132] Furthermore, the above-mentioned graphical user interface includes a zoom control; the above-mentioned device also includes a Chi Xun adjustment module, which is configured to execute: in response to a trigger operation on the zoom control, three axial identifiers of the preset coordinate axis are displayed on the target scene component; different axial identifiers are respectively configured with corresponding preset axes; in response to an adjustment operation on the target axial identifier, the size of the target scene component on the preset axis corresponding to the target axial identifier is adjusted to obtain the target scene component after size adjustment; wherein, the target axial identifier is an axial identifier among the three axial identifiers.

[0133] Furthermore, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned device also includes an information generation module, which is configured to execute: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0134] Furthermore, the above-mentioned device also includes a game running module, which is configured to execute: in response to a game running instruction, displaying a game scene in the game running stage through a graphical user interface, the game scene including a specific force area corresponding to the target scene component generated according to the component information in the game scene information; wherein the specific force area is configured with specific action parameters, and the specific action parameters are different from the basic action parameters configured in the game scene; the specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force area; when the virtual object is in a non-specific force area in the game scene, determining the basic movement state of the virtual object according to the basic action parameters, and the basic movement state includes at least one of the following states: basic movement speed, basic movement direction and basic standing direction; in response to the virtual object and the specific force area satisfying the interaction condition, determining the target movement state of the virtual object according to the specific action parameters corresponding to the specific force area, and the target movement state includes at least one of the following states: target movement speed, target movement direction and target standing direction; adjusting the virtual object from the basic movement state to the target movement state.

[0135] The force effect display device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding content in the aforementioned method embodiment.

[0136] An embodiment of the present disclosure also provides an electronic device, as shown in FIG7 , which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned force effect display method.

[0137] Specifically, the specific process of the above-mentioned effect display method may include: providing a graphical user interface in the game editing stage through a terminal device, the graphical user interface includes a game editing scene, and the game editing scene includes a target editing component; responding to a trigger operation on the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; responding to an editing operation on the target scene component, displaying corresponding component action indication information in the target scene component based on component attribute parameters determined by the editing operation, so as to prompt the effect generated after the target scene component is triggered during the game running stage; wherein, the component attribute parameters include at least force parameters, and the component action indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force, and the force distribution.

[0138] The above-mentioned force effect display method can visualize the force source, action direction and action distribution corresponding to the target scene component through component action indication information, so that players can clearly understand the effect and action rules of the force, which helps players edit richer gameplay.

[0139] In an optional embodiment, the above-mentioned step of responding to the trigger operation on the target editing component and controlling the generation of a target scene component corresponding to the target editing component in the game editing scene includes: responding to the trigger operation on the target editing component and controlling the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein the specified shape includes a three-dimensional shape; wherein the three-dimensional shape is used to limit the trigger range of the effect corresponding to the target scene component.

[0140] In an optional embodiment, the above-mentioned force parameters include: a first parameter for configuring the force source; the above-mentioned step of displaying corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters; and displaying a first identifier for indicating the force source at the target display position in the target scene component.

[0141] In an optional embodiment, the above-mentioned force source includes one of the following: a point force source, a linear force source and a surface force source.

[0142] In an optional embodiment, the first identifier of a point-like force source is in the shape of a dot, the first identifier of a linear force source is in the shape of a line segment, and the first identifier of a planar force source is in the shape of a plane.

[0143] In an optional embodiment, the above-mentioned first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; the above-mentioned step of determining the target display position of the force source in the target scene component based on the first parameter in the component attribute parameters includes: determining the position coordinates indicated by the first parameter in the component attribute parameters as the target display position of the force source in the target scene component.

[0144] In an optional embodiment, the above-mentioned first parameter is a type parameter; the type parameter is used to indicate the type of action of the force in the target scene component; different action types are respectively configured with corresponding preset positions of the force source in the target scene component; the above-mentioned step of determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameter includes: determining the preset position configured by the action type in the component attribute parameter as the target display position of the force source in the target scene component.

[0145] In an optional embodiment, the preset position of the above-mentioned action type configuration includes one of the following: the geometric center of the three-dimensional shape corresponding to the target scene component, the central axis of the three-dimensional shape corresponding to the target scene component, and a preset surface in the three-dimensional shape corresponding to the target scene component.

[0146] In an optional embodiment, the above-mentioned force parameters include: a second parameter for configuring the magnitude of the force; the above-mentioned step of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the force distribution of the force in the target scene component according to the magnitude of the force indicated by the second parameter in the component attribute parameters; and displaying a second identifier in the target scene component for indicating the force distribution corresponding to the target scene component.

[0147] In an optional embodiment, the above-mentioned force parameters include: type parameters for configuring the type of action of the force within the target scene component; different action types indicated by the type parameters have different distribution calculation methods for determining the force distribution within the target scene component based on the type parameters.

[0148] In an optional embodiment, the above-mentioned force distribution is used to indicate the force intensity of the force in the target scene component, and the force intensity is proportional to the force size; the distribution calculation method corresponding to the action type is configured as one of the following: the force size indicated by the second parameter is determined as the force size of the force in the target scene component, and the force size of the force in the target scene component is the same; the force size indicated by the second parameter is determined as the force size at the location of the force source, and the force size of the force in the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source.

[0149] In an optional embodiment, the above-mentioned second identification includes a color identification; different color identifications correspond to different force intensities; the above-mentioned step of displaying the second identification for indicating the force distribution corresponding to the target scene component in the target scene component includes: determining the color identification corresponding to each area in the target scene component according to the force intensity of the force indicated by the force distribution corresponding to the target scene component in each area within the target scene component, and using the corresponding color identification to display each area within the target scene component.

[0150] In an optional embodiment, the above-mentioned component attribute parameters also include color parameters; the color parameters are used to configure the color of the target scene component; the above-mentioned method also includes: in response to the same magnitude of the force acting on the target scene component, displaying the target scene component by the color indicated by the color parameter; or, in response to the uneven distribution of the force acting on the target scene component, determining the color identification corresponding to each area in the target scene component based on the color indicated by the color parameter and the force intensity of each area in the target scene component, and displaying each area in the target scene component using the corresponding color identification.

[0151] In an optional embodiment, the above-mentioned component attribute parameters also include a force attenuation rate with distance, which is used to indicate the rate of change of the force magnitude with distance; the force distribution is used to indicate the force intensity of the force within the target scene component; the above-mentioned step of determining the force distribution within the target scene component based on the force magnitude indicated by the second parameter in the component attribute parameters includes: determining the force intensity of the force in each area within the target scene component based on the force magnitude indicated by the second parameter and the force attenuation rate with distance.

[0152] In an optional embodiment, the above method also includes: determining whether two forces in opposite directions are contained in the target scene component based on the force magnitude indicated by the second parameter, the force attenuation rate with distance, and the position of the force magnitude indicated by the second parameter in the target scene component; in response to the presence of two forces in opposite directions in the target scene component, displaying areas corresponding to the two forces in opposite directions in the target scene component with a first color and a second color respectively.

[0153] In an optional embodiment, in the target scene component, the corresponding action directions are respectively displayed in the area displayed in the first color and in the area displayed in the second color; in the target scene component, the force magnitude corresponding to the dividing line position between the area displayed in the first color and the area displayed in the second color is zero.

[0154] In an optional embodiment, the above-mentioned force parameters include: a third parameter for configuring the direction of action; the step of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the direction of action of the force in the target scene component according to the third parameter in the component attribute parameters; and displaying a third identifier for indicating the direction of action in the target scene component.

[0155] In an optional embodiment, the above-mentioned step of determining the direction of action of the force in the target scene component based on the third parameter in the component attribute parameters includes: determining the direction of action indicated by the third parameter in the component attribute parameters as the direction of action of the force in the target scene component.

[0156] In an optional embodiment, the above-mentioned force parameters also include: type parameters for configuring the type of action of the force in the target scene component; different action types are respectively configured with corresponding action direction expressions; the action direction expressions include one of the following: using the action direction indicated by the third parameter as the action direction of the force in the target scene component, the action direction points to the force source or the action direction is outward along the force source, and the action direction is perpendicular to the force source; the above-mentioned step of determining the action direction of the force in the target scene component according to the third parameter in the component attribute parameter includes: determining the action direction of the force in the target scene component based on the action direction expression corresponding to the action type indicated by the component attribute parameter.

[0157] In an optional embodiment, different action types are respectively configured with corresponding identification display forms; the identification display forms include one of the following: displaying a third identification on the central axis of the target scene component; wherein the direction pointed by the third identification is the action direction; if the force source is a point force source, a target coordinate system with the point force source as the center is established, and a third identification pointing outward from the point force source or pointing to the point force source is displayed on the three axial directions of the target coordinate system; if the force source is a linear force source or a surface force source, a third identification perpendicular to the force source is displayed in the target scene component.

[0158] In an optional embodiment, a setting control is displayed in the above-mentioned graphical user interface; the above-mentioned step of displaying corresponding component role indication information in the target scene component based on the component property parameters determined by the editing operation in response to the editing operation on the target scene component includes: in response to the triggering operation of the setting control after the target scene component is selected, a parameter setting panel is displayed in the graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the component property parameters corresponding to the scene component; in response to the setting operation on the parameter setting panel, the component property parameters corresponding to the target scene component are adjusted, and while adjusting the component property parameters, the component role indication information determined based on the adjusted component property parameters is displayed in the target scene component.

[0159] In an optional embodiment, the parameter setting panel also includes a force demonstration control; the method also includes: responding to a trigger operation on the force demonstration control, displaying the dynamic change process of the third identifier displayed in the target scene component for indicating the direction of action along the direction of action in the graphical user interface; wherein, during the dynamic change process, the length of the third identifier will change with the change in the magnitude of the force, and the direction indicated by the third identifier will also change with the change in the direction of action.

[0160] In an optional embodiment, the parameter setting panel further includes a switch control; wherein the switch control is used to configure whether the target scene component is visible in the game scene generated based on the game editing scene.

[0161] In an optional embodiment, the above-mentioned graphical user interface includes a zoom control; the above-mentioned method also includes: responding to a trigger operation for the zoom control, displaying three axial identifiers of the preset coordinate axis on the target scene component; different axial identifiers are respectively configured with corresponding preset axes; in response to an adjustment operation for the target axial identifier, adjusting the size of the target scene component in the preset axis corresponding to the target axial identifier to obtain the target scene component after size adjustment; wherein, the target axial identifier is an axial identifier among the three axial identifiers.

[0162] In an optional embodiment, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned method also includes: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to be communicatively connected with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0163] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game scene in the game running stage through a graphical user interface, the game scene including a specific force area corresponding to the target scene component generated according to the component information in the game scene information; wherein, the specific force area is configured with specific action parameters, and the specific action parameters are different from the basic action parameters configured for the game scene; the specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force area; when the virtual object is in a non-specific force area in the game scene, determining the basic movement state of the virtual object according to the basic action parameters, and the basic movement state includes at least one of the following states: basic movement speed, basic movement direction and basic standing direction; in response to the virtual object and the specific force area satisfying the interaction conditions, determining the target movement state of the virtual object according to the specific action parameters corresponding to the specific force area, and the target movement state includes at least one of the following states: target movement speed, target movement direction and target standing direction; adjusting the virtual object from the basic movement state to the target movement state.

[0164] Furthermore, the electronic device shown in FIG. 7 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0165] Memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be classified as an address bus, a data bus, a control bus, etc. For ease of illustration, FIG7 uses only one bidirectional arrow, but this does not indicate that there is only one bus or only one type of bus.

[0166] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module may be located in a storage medium known in the art, such as a random access memory (RAM), flash memory, read-only memory (ROM), programmable read-only memory (PROM), electrically erasable programmable memory (EEPM), or registers. The storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, performs the steps of the method of the aforementioned embodiment.

[0167] An embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned force effect display method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0168] Specifically, the specific process of the above-mentioned effect display method may include: providing a graphical user interface in the game editing stage through a terminal device, the graphical user interface includes a game editing scene, and the game editing scene includes a target editing component; responding to a trigger operation on the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; responding to an editing operation on the target scene component, displaying corresponding component action indication information in the target scene component based on component attribute parameters determined by the editing operation, so as to prompt the effect generated after the target scene component is triggered during the game running stage; wherein, the component attribute parameters include at least force parameters, and the component action indication information includes one or more of the following information: the force source corresponding to the target scene component, the direction of the force, and the force distribution.

[0169] In the above-mentioned force effect display method, the component action indication information can be used to visualize the force source, action direction and action distribution corresponding to the target scene component, so that players can clearly understand the effect and action rules of the force, which helps players edit richer gameplay.

[0170] In an optional embodiment, the above-mentioned step of responding to the trigger operation on the target editing component and controlling the generation of a target scene component corresponding to the target editing component in the game editing scene includes: responding to the trigger operation on the target editing component and controlling the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein the specified shape includes a three-dimensional shape; wherein the three-dimensional shape is used to limit the trigger range of the effect corresponding to the target scene component.

[0171] In an optional embodiment, the above-mentioned force parameters include: a first parameter for configuring the force source; the above-mentioned step of displaying corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters; and displaying a first identifier for indicating the force source at the target display position in the target scene component.

[0172] In an optional embodiment, the above-mentioned force source includes one of the following: a point force source, a linear force source and a surface force source.

[0173] In an optional embodiment, the first identifier of a point-like force source is in the shape of a dot, the first identifier of a linear force source is in the shape of a line segment, and the first identifier of a planar force source is in the shape of a plane.

[0174] In an optional embodiment, the above-mentioned first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; the above-mentioned step of determining the target display position of the force source in the target scene component based on the first parameter in the component attribute parameters includes: determining the position coordinates indicated by the first parameter in the component attribute parameters as the target display position of the force source in the target scene component.

[0175] In an optional embodiment, the above-mentioned first parameter is a type parameter; the type parameter is used to indicate the type of action of the force in the target scene component; different action types are respectively configured with corresponding preset positions of the force source in the target scene component; the above-mentioned step of determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameter includes: determining the preset position configured by the action type in the component attribute parameter as the target display position of the force source in the target scene component.

[0176] In an optional embodiment, the preset position of the above-mentioned action type configuration includes one of the following: the geometric center of the three-dimensional shape corresponding to the target scene component, the central axis of the three-dimensional shape corresponding to the target scene component, and a preset surface in the three-dimensional shape corresponding to the target scene component.

[0177] In an optional embodiment, the above-mentioned force parameters include: a second parameter for configuring the magnitude of the force; the step of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the force distribution of the force in the target scene component according to the magnitude of the force indicated by the second parameter in the component attribute parameters; and displaying a second identifier in the target scene component for indicating the force distribution corresponding to the target scene component.

[0178] In an optional embodiment, the above-mentioned force parameters include: type parameters for configuring the type of action of the force within the target scene component; different action types indicated by the type parameters have different distribution calculation methods for determining the force distribution within the target scene component based on the type parameters.

[0179] In an optional embodiment, the above-mentioned force distribution is used to indicate the force intensity of the force in the target scene component, and the force intensity is proportional to the force size; the distribution calculation method corresponding to the action type is configured as one of the following: the force size indicated by the second parameter is determined as the force size of the force in the target scene component, and the force size of the force in the target scene component is the same; the force size indicated by the second parameter is determined as the force size at the location of the force source, and the force size of the force in the target scene component is inversely proportional to or directly proportional to the distance from the location of the force source.

[0180] In an optional embodiment, the above-mentioned second identification includes a color identification; different color identifications correspond to different force intensities; the above-mentioned step of displaying the second identification for indicating the force distribution corresponding to the target scene component in the target scene component includes: determining the color identification corresponding to each area in the target scene component according to the force intensity of the force indicated by the force distribution corresponding to the target scene component in each area within the target scene component, and using the corresponding color identification to display each area within the target scene component.

[0181] In an optional embodiment, the above-mentioned component attribute parameters also include color parameters; the color parameters are used to configure the color of the target scene component; the above-mentioned method also includes: in response to the same magnitude of the force acting on the target scene component, displaying the target scene component by the color indicated by the color parameter; or, in response to the uneven distribution of the force acting on the target scene component, determining the color identification corresponding to each area in the target scene component based on the color indicated by the color parameter and the force intensity of each area in the target scene component, and displaying each area in the target scene component using the corresponding color identification.

[0182] In an optional embodiment, the above-mentioned component attribute parameters also include a force attenuation rate with distance, which is used to indicate the rate of change of the force magnitude with distance; the force distribution is used to indicate the force intensity of the force within the target scene component; the above-mentioned step of determining the force distribution within the target scene component based on the force magnitude indicated by the second parameter in the component attribute parameters includes: determining the force intensity of the force in each area within the target scene component based on the force magnitude indicated by the second parameter and the force attenuation rate with distance.

[0183] In an optional embodiment, the above method also includes: determining whether two forces in opposite directions are contained in the target scene component based on the force magnitude indicated by the second parameter, the force attenuation rate with distance, and the position of the force magnitude indicated by the second parameter in the target scene component; in response to the presence of two forces in opposite directions in the target scene component, displaying areas corresponding to the two forces in opposite directions in the target scene component with a first color and a second color respectively.

[0184] In an optional embodiment, in the target scene component, the corresponding action directions are respectively displayed in the area displayed in the first color and in the area displayed in the second color; in the target scene component, the force magnitude corresponding to the dividing line position between the area displayed in the first color and the area displayed in the second color is zero.

[0185] In an optional embodiment, the above-mentioned force parameters include: a third parameter for configuring the direction of action; the step of displaying the corresponding component action indication information in the target scene component based on the component attribute parameters determined by the editing operation includes: determining the direction of action of the force in the target scene component according to the third parameter in the component attribute parameters; and displaying a third identifier for indicating the direction of action in the target scene component.

[0186] In an optional embodiment, the above-mentioned step of determining the direction of action of the force in the target scene component based on the third parameter in the component attribute parameters includes: determining the direction of action indicated by the third parameter in the component attribute parameters as the direction of action of the force in the target scene component.

[0187] In an optional embodiment, the above-mentioned force parameters also include: type parameters for configuring the type of action of the force in the target scene component; different action types are respectively configured with corresponding action direction expressions; the action direction expressions include one of the following: using the action direction indicated by the third parameter as the action direction of the force in the target scene component, the action direction points to the force source or the action direction is outward along the force source, and the action direction is perpendicular to the force source; the above-mentioned step of determining the action direction of the force in the target scene component according to the third parameter in the component attribute parameter includes: determining the action direction of the force in the target scene component based on the action direction expression corresponding to the action type indicated by the component attribute parameter.

[0188] In an optional embodiment, different action types are respectively configured with corresponding identification display forms; the identification display forms include one of the following: displaying a third identification on the central axis of the target scene component; wherein the direction pointed by the third identification is the action direction; if the force source is a point force source, a target coordinate system with the point force source as the center is established, and a third identification pointing outward from the point force source or pointing to the point force source is displayed on the three axial directions of the target coordinate system; if the force source is a linear force source or a surface force source, a third identification perpendicular to the force source is displayed in the target scene component.

[0189] In an optional embodiment, a setting control is displayed in the above-mentioned graphical user interface; the above-mentioned step of displaying corresponding component role indication information in the target scene component based on the component property parameters determined by the editing operation in response to the editing operation on the target scene component includes: in response to the triggering operation of the setting control after the target scene component is selected, a parameter setting panel is displayed in the graphical user interface; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure the component property parameters corresponding to the scene component; in response to the setting operation on the parameter setting panel, the component property parameters corresponding to the target scene component are adjusted, and while adjusting the component property parameters, the component role indication information determined based on the adjusted component property parameters is displayed in the target scene component.

[0190] In an optional embodiment, the parameter setting panel also includes a force demonstration control; the method also includes: responding to a trigger operation on the force demonstration control, displaying the dynamic change process of the third identifier displayed in the target scene component for indicating the direction of action along the direction of action in the graphical user interface; wherein, during the dynamic change process, the length of the third identifier will change with the change in the magnitude of the force, and the direction indicated by the third identifier will also change with the change in the direction of action.

[0191] In an optional embodiment, the parameter setting panel further includes a switch control; wherein the switch control is used to configure whether the target scene component is visible in the game scene generated based on the game editing scene.

[0192] In an optional embodiment, the above-mentioned graphical user interface includes a zoom control; the above-mentioned method also includes: responding to a trigger operation for the zoom control, displaying three axial identifiers of the preset coordinate axis on the target scene component; different axial identifiers are respectively configured with corresponding preset axes; in response to an adjustment operation for the target axial identifier, adjusting the size of the target scene component in the preset axis corresponding to the target axial identifier to obtain the target scene component after size adjustment; wherein, the target axial identifier is an axial identifier among the three axial identifiers.

[0193] In an optional embodiment, the above-mentioned graphical user interface includes a first interactive control; the above-mentioned method also includes: responding to a trigger operation on the first interactive control, controlling the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; controlling the transmission of the game scene information to the server; wherein the server is configured to be communicatively connected with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

[0194] In an optional embodiment, the above method also includes: in response to a game running instruction, displaying a game scene in the game running stage through a graphical user interface, the game scene including a specific force area corresponding to the target scene component generated according to the component information in the game scene information; wherein, the specific force area is configured with specific action parameters, and the specific action parameters are different from the basic action parameters configured for the game scene; the specific action parameters are determined by the component attribute parameters of the target scene component corresponding to the specific force area; when the virtual object is in a non-specific force area in the game scene, determining the basic movement state of the virtual object according to the basic action parameters, and the basic movement state includes at least one of the following states: basic movement speed, basic movement direction and basic standing direction; in response to the virtual object and the specific force area satisfying the interaction conditions, determining the target movement state of the virtual object according to the specific action parameters corresponding to the specific force area, and the target movement state includes at least one of the following states: target movement speed, target movement direction and target standing direction; adjusting the virtual object from the basic movement state to the target movement state.

[0195] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0196] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0197] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A method for displaying an effect, the method comprising: Providing a graphical user interface of a game editing stage through a terminal device, wherein the graphical user interface includes a game editing scene, and the game editing scene includes a target editing component; In response to a trigger operation on the target editing component, controlling the generation of a target scene component corresponding to the target editing component in the game editing scene; In response to an editing operation on the target scene component, corresponding component action indication information is displayed in the target scene component based on component attribute parameters determined by the editing operation, so as to prompt the effect of the target scene component after being triggered during the game running phase; Among them, the component attribute parameters at least include force parameters, and the component action indication information includes one or more of the following information: the force source, the direction of the force and the force distribution corresponding to the target scene component.

2. The method according to claim 1, wherein: The step of controlling the generation of a target scene component corresponding to the target editing component in the game editing scene in response to a triggering operation on the target editing component comprises: In response to a trigger operation on the target editing component, control the generation of a target scene component of a specified shape corresponding to the target editing component in the game editing scene; wherein the specified shape includes a three-dimensional shape; wherein the three-dimensional shape is used to limit the trigger range of the effect corresponding to the target scene component.

3. The method according to claim 1, wherein: The force parameters include: a first parameter for configuring the force source; The step of displaying corresponding component role indication information in the target scene component based on the component attribute parameters determined by the editing operation comprises: Determining a target display position of the force source within the target scene component according to a first parameter in the component attribute parameters; A first mark indicating the source of the force is displayed at the target display position in the target scene component.

4. The method according to claim 3, wherein: The force source includes one of the following: a point force source, a linear force source and a surface force source.

5. The method according to claim 4, wherein: The shape of the first mark of the point force source is a dot, the shape of the first mark of the linear force source is a line segment, and the shape of the first mark of the surface force source is a plane.

6. The method according to claim 3, wherein: The first parameter is a position parameter; the position parameter is used to indicate the position coordinates of the force source in the target scene component; The step of determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters comprises: The position coordinate indicated by the first parameter in the component attribute parameter is determined as the target display position of the force source in the target scene component.

7. The method according to claim 3, wherein: The first parameter is a type parameter; the type parameter is used to indicate the type of action of the action force in the target scene component; different action types are respectively configured with corresponding preset positions of the action force source in the target scene component; The step of determining the target display position of the force source in the target scene component according to the first parameter in the component attribute parameters comprises: The preset position of the action type configuration in the component attribute parameters is determined as the target display position of the force source in the target scene component.

8. The method according to claim 7, wherein: The preset position of the action type configuration includes one of the following: the geometric center of the three-dimensional shape corresponding to the target scene component, the central axis of the three-dimensional shape corresponding to the target scene component, and a preset surface in the three-dimensional shape corresponding to the target scene component.

9. The method according to claim 1, wherein: The force parameters include: a second parameter for configuring the magnitude of the force; The step of displaying corresponding component role indication information in the target scene component based on the component attribute parameters determined by the editing operation comprises: Determining the force distribution of the force in the target scene component according to the magnitude of the force indicated by the second parameter in the component attribute parameter; A second identifier for indicating a force distribution corresponding to the target scene component is displayed in the target scene component.

10. The method according to claim 9, wherein: The force parameters include: a type parameter for configuring the type of action of the force in the target scene component; different action types indicated by the type parameters have different distribution calculation methods for determining the force distribution of the force in the target scene component according to the type parameters.

11. The method according to claim 10, wherein: The force distribution is used to indicate the force strength of the force in the target scene component, and the force strength is proportional to the magnitude of the force; the distribution calculation method corresponding to the action type is configured as one of the following: Determine the magnitude of the force indicated by the second parameter as the magnitude of the force in the target scene component, and the magnitudes of the forces in the target scene component are the same; The magnitude of the force indicated by the second parameter is determined as the magnitude of the force at the location where the source of the force is located, and the magnitude of the force in the target scene component is inversely proportional or directly proportional to the distance from the location where the source of the force is located.

12. The method according to claim 11, wherein: The second identification includes a color identification; different color identifications correspond to different force intensities; The step of displaying a second mark in the target scene component for indicating the force distribution corresponding to the target scene component comprises: According to the force intensity of the force on each area within the target scene component indicated by the force distribution corresponding to the target scene component, the color identification corresponding to each area within the target scene component is determined, and the corresponding color identification is used to display each area within the target scene component.

13. The method according to claim 12, wherein: The component attribute parameters also include color parameters; the color parameters are used to configure the color of the target scene component; the method also includes: In response to the forces acting on the target scene component having the same magnitude, displaying the target scene component using the color indicated by the color parameter; Alternatively, in response to the non-uniform distribution of the force within the target scene component, the color identification corresponding to each area within the target scene component is determined based on the color indicated by the color parameter and the force intensity of each area within the target scene component, and each area within the target scene component is displayed using the corresponding color identification.

14. The method according to claim 9, wherein: The component attribute parameters also include a force attenuation rate with distance, which is used to indicate the rate at which the magnitude of the force changes with the distance; the force distribution is used to indicate the strength of the force in the target scene component; The step of determining the force distribution of the force in the target scene component according to the force magnitude indicated by the second parameter in the component attribute parameter comprises: Based on the magnitude of the force indicated by the second parameter and the attenuation rate of the force with distance, the force intensity of each area within the target scene component is determined.

15. The method according to claim 14, wherein: The method further comprises: Based on the magnitude of the force indicated by the second parameter, the attenuation rate of the force with distance, and the position of the magnitude of the force indicated by the second parameter in the target scene component, determining whether two forces in opposite directions are contained in the target scene component; In response to the target scene component containing two forces in opposite directions, areas corresponding to the two forces in opposite directions are displayed in the target scene component in a first color and a second color respectively.

16. The method according to claim 15, wherein: In the target scene component, the corresponding action directions are respectively displayed in the area displayed in the first color and in the area displayed in the second color; in the target scene component, the force magnitude corresponding to the boundary position between the area displayed in the first color and the area displayed in the second color is zero.

17. The method according to claim 1, wherein: The force parameters include: a third parameter for configuring the action direction; The step of displaying corresponding component role indication information in the target scene component based on the component attribute parameters determined by the editing operation comprises: Determining the action direction of the action force in the target scene component according to a third parameter in the component attribute parameter; A third identifier for indicating the direction of action is displayed in the target scene component.

18. The method according to claim 17, wherein: The step of determining the action direction of the action force in the target scene component according to the third parameter in the component attribute parameter comprises: The action direction indicated by the third parameter in the component attribute parameters is determined as the action direction of the force in the target scene component.

19. The method according to claim 17, wherein: The force parameters also include: a type parameter for configuring the type of action of the force in the target scene component; different action types are respectively configured with corresponding action direction expressions; the action direction expressions include one of the following: taking the action direction indicated by the third parameter as the action direction of the force in the target scene component, the action direction pointing to the action source, or the action direction outward along the action source, and the action direction being perpendicular to the action source; The step of determining the action direction of the action force in the target scene component according to the third parameter in the component attribute parameter comprises: Based on the expression form of the action direction corresponding to the action type indicated by the component attribute parameter, the action direction of the action force in the target scene component is determined.

20. The method according to claim 19, wherein: Different action types are respectively configured with corresponding identification display forms; the identification display forms include one of the following: Displaying the third mark on the central axis of the target scene component; wherein the direction pointed by the third mark is the action direction; If the force source is a point force source, a target coordinate system centered on the point force source is established, and a third mark pointing outward from or toward the point force source is displayed on three axes of the target coordinate system; If the force source is a linear force source or a planar force source, a third marker perpendicular to the force source is displayed in the target scene component.

21. The method according to claim 1, wherein: The graphical user interface displays a setting control; The step of responding to an editing operation on the target scene component and displaying corresponding component role indication information in the target scene component based on component attribute parameters determined by the editing operation comprises: In response to the target scene component being selected, a parameter setting panel is displayed in the graphical user interface for a triggering operation of the setting control; wherein the parameter setting panel includes a plurality of editable controls, and the editable controls are used to configure component property parameters corresponding to the scene component; In response to a setting operation on the parameter setting panel, the component attribute parameters corresponding to the target scene component are adjusted, and while adjusting the component attribute parameters, component action indication information determined based on the adjusted component attribute parameters is displayed in the target scene component.

22. The method according to claim 21, wherein: The parameter setting panel also includes a force demonstration control; the method also includes: In response to a trigger operation on the force demonstration control, the dynamic change process of the third identifier indicating the direction of action displayed in the target scene component along the direction of action is displayed in the graphical user interface; wherein, during the dynamic change process, the length of the third identifier will change with the change in the magnitude of the force, and the direction indicated by the third identifier will also change with the change in the direction of action.

23. The method according to claim 21, wherein: The parameter setting panel also includes a switch control; wherein the switch control is used to configure whether the target scene component is visible in the game scene generated based on the game editing scene.

24. The method according to claim 1, wherein: The graphical user interface includes a zoom control; the method further includes: In response to a trigger operation on the zoom control, three axis marks of the preset coordinate axis are displayed on the target scene component; different axis marks are respectively configured with corresponding preset axes; In response to the adjustment operation on the target axial mark, the size of the target scene component in the preset axial direction corresponding to the target axial mark is adjusted to obtain the target scene component after the size adjustment; wherein the target axial mark is an axial mark among the three axial marks.

25. The method of claim 1, wherein: The graphical user interface includes a first interactive control; the method further includes: In response to a trigger operation on the first interactive control, control the generation of game scene information corresponding to the game editing scene; wherein the game scene information includes component information of the scene editing component in the game editing scene; Control the transmission of the game scene information to a server; wherein the server is configured to be connected to a terminal device for communication, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.

26. The method according to claim 25, wherein: The method further comprises: In response to a game running instruction, a game scene of a game running stage is displayed through the graphical user interface, wherein the game scene includes a specific force area corresponding to a target scene component generated according to component information in the game scene information; wherein the specific force area is configured with specific action parameters, and the specific action parameters are different from basic action parameters configured in the game scene; and the specific action parameters are determined by component attribute parameters of the target scene component corresponding to the specific force area; When the virtual object is in the non-specific force area in the game scene, determining a basic movement state of the virtual object according to the basic action parameter, the basic movement state including at least one of the following states: a basic movement speed, a basic movement direction, and a basic standing direction; In response to the virtual object and the specific force area satisfying an interaction condition, determining a target movement state of the virtual object according to a specific action parameter corresponding to the specific force area, the target movement state including at least one of the following states: a target movement speed, a target movement direction, and a target standing direction; The virtual object is adjusted from the basic movement state to the target movement state.

27. An effect display device, comprising: An interface display module is configured to execute a graphical user interface for providing a game editing stage through a terminal device, wherein the graphical user interface includes a game editing scene, and the game editing scene includes a target editing component; A component triggering module is configured to execute a triggering operation in response to the target editing component, and control the generation of a target scene component corresponding to the target editing component in the game editing scene; An information display module is configured to execute an edit operation on the target scene component in response to the edit operation, and display corresponding component action indication information in the target scene component based on the component attribute parameters determined by the edit operation, so as to prompt the effect of the target scene component after being triggered in the game running stage; Among them, the component attribute parameters at least include force parameters, and the component action indication information includes one or more of the following information: the force source, the direction of the force and the force distribution corresponding to the target scene component.

28. An electronic device, comprising a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the effect display method described in any one of claims 1 to 26.

29. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the effect display method described in any one of claims 1 to 26.

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