Game component interaction method and apparatus, game component editing method and apparatus, and electronic device
By introducing target scene components and target behaviors into the game scene, the problem of single gameplay in the existing game is solved, and the diversity of game scenes and player interests are improved.
Patent Information
- Application Number
- PCT/CN2024/128188
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-29
- Filing Date
- 2024-10-29
- Publication Date
- 2025-06-05
AI Technical Summary
The gameplay of related card games is now single, and the game scene content and scene changes are limited, resulting in low interest in players in the game.
By providing the target scene components in the game scene and controlling its cyclic execution of the target behavior, including exerting displacement effects in different directions within the target range, in response to the controlled virtual object entering the range.
It increases the diversity and fun of the game scenes and enhances the player's gaming experience.
Smart Images

Figure CN2024128188_05062025_PF_FP_ABST
Abstract
Description
Game component interaction method, editing method, device and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application No. 202311617684.5 filed on November 29, 2023, entitled “Interaction method, editing method, device and electronic device for game components”, the entire contents of which are incorporated by reference into this disclosure. Technical Field
[0003] The present disclosure relates to the technical field of game design, and in particular to an interaction method, editing method, device and electronic device for game components. Background Art
[0004] In the game level, the game character wins the game by clearing the level, but the current level-based games have a single gameplay, and the game scene content and scene changes are limited, which leads to low player interest in the game.
[0005] Summary of the Invention
[0006] The purpose of the present disclosure is to provide an interaction method, editing method, device and electronic device for game components to improve the fun of the game.
[0007] In a first aspect, the present disclosure provides an interaction method for a game component, wherein a graphical user interface is provided by running a game program on a terminal device, wherein at least a portion of a game scene is displayed in the graphical user interface, and the game scene includes a controlled virtual object. The method comprises: providing a target scene component in the game scene, and controlling the target scene component to cyclically execute a target behavior in the game scene, wherein the target behavior comprises a first behavior of applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior of applying a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect; in response to the controlled virtual object entering the target action range, controlling the application of a third displacement effect to the controlled virtual object based on the target behavior currently executed by the target scene component, wherein the third displacement effect is one of the first displacement effect and the second displacement effect.
[0008] In a second aspect, the present disclosure provides a method for editing a game component, the method comprising: displaying a game editing scene through a graphical user interface provided by a terminal device, the game editing scene including a target scene component, the target scene component being used to cyclically execute a target behavior; wherein the target behavior comprises a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect and the action direction of the second displacement effect are different; in response to a first editing operation, determining a first duration corresponding to the first displacement effect and a second duration corresponding to the second displacement effect based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement effect of the first duration and repeatedly and continuously apply the second displacement effect of the second duration within the target action range when working.
[0009] In a third aspect, the present disclosure provides an interactive device for a game component, which provides a graphical user interface by running a game program on a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, and the game scene includes a controlled virtual object. The device includes: a behavior execution module, configured to execute a target scene component provided in the game scene, and control the target scene component to cyclically execute a target behavior in the game scene, wherein the target behavior includes a first behavior of applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior of applying a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect; a displacement effect module, configured to execute a third displacement effect on the controlled virtual object in response to the controlled virtual object entering the target action range, based on the target behavior currently executed by the target scene component, wherein the third displacement effect is one of the first displacement effect and the second displacement effect.
[0010] In a fourth aspect, the present disclosure provides an editing device for a game component, the device comprising: an interface display module, configured to execute a graphical user interface provided by a terminal device to display a game editing scene, the game editing scene including a target scene component, the target scene component being used to cyclically execute a target behavior; wherein the target behavior comprises a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect and the action direction of the second displacement effect are different; a component editing module, configured to execute a response to a first editing operation, and determine a first duration corresponding to the first displacement effect and a second duration corresponding to the second displacement effect based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement effect of the first duration and repeatedly and continuously apply the second displacement effect of the second duration within the target action range when working.
[0011] In a fifth aspect, the present disclosure provides 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 above-mentioned game component interaction method and game component editing method.
[0012] In a sixth aspect, the present disclosure provides a computer-readable storage medium storing 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 game component interaction method and game component editing method.
[0013] The embodiments of the present disclosure bring the following beneficial effects:
[0014] The present disclosure provides an interactive method, editing method, device, and electronic device for a game component, which provides a target scene component in a game scene, and controls the target scene component to cyclically execute target behaviors in the game scene, wherein the target behaviors include a first behavior that applies a first displacement effect within a target action range corresponding to the target scene component and a second behavior that applies a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect; in response to a controlled virtual object entering the target action range, a third displacement effect is applied to the controlled virtual object based on the target behavior currently executed by the target scene component, wherein the third displacement effect is one of the first displacement effect and the second displacement effect. This method can increase the fun of the game and help enhance the player's gaming experience by adding a target scene component to the game scene and affecting the movement state of the controlled virtual object that enters the target action range corresponding to the target scene component according to the behavior currently executed by the target scene component.
[0015] 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.
[0016] 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
[0017] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. 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.
[0018] FIG1 is a flowchart of a method for interacting with game components according to an exemplary embodiment of the present disclosure;
[0019] FIG2 is a schematic diagram of a target scene component executing a target behavior according to an exemplary embodiment of the present disclosure;
[0020] FIG3 is a schematic diagram showing a controlled virtual object located within a specified range of a target scene component according to an exemplary embodiment of the present disclosure;
[0021] FIG4 is a schematic diagram of another target scene component executing a target behavior according to an exemplary embodiment of the present disclosure;
[0022] FIG5 is a flowchart of a method for editing a game component according to an exemplary embodiment of the present disclosure;
[0023] FIG6 is a schematic structural diagram of an interactive device of a game component according to an exemplary embodiment of the present disclosure;
[0024] FIG7 is a schematic structural diagram of a device for editing a game component according to an exemplary embodiment of the present disclosure;
[0025] FIG8 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION
[0026] 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.
[0027] 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.
[0028] The game component interaction method and the game component editing method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the game component interaction method and the game component editing method are run on the 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.
[0029] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming 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 interaction method of the game components and the editing method of the game components are completed on the cloud gaming 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.; however, it is the cloud gaming server in the cloud that performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming 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.
[0030] 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.
[0031] In one possible implementation, an embodiment of the present disclosure provides a method for interacting with game components. A terminal device runs a game program to provide a graphical user interface (GUI), wherein the graphical user interface displays at least a portion of a game scene, including controlled virtual objects. As shown in FIG1 , the method includes the following specific steps:
[0032] Step S102: provide a target scene component in the game scene, and control the target scene component to cyclically execute target behaviors in the game scene, wherein the target behaviors include a first behavior of applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior of applying a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect.
[0033] The terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. Specifically, the terminal device can be a mobile phone, a tablet computer, or a personal computer. By running the game program corresponding to the target game, the terminal device can provide a graphical user interface corresponding to the target game. The graphical user interface is used to display a scene screen of the game scene. The game scene at least includes a controlled virtual object controlled by the terminal device. The controlled virtual object can be a game character or a game prop, etc., and the specific details can be determined according to the game rules.
[0034] As the game progresses or the controlled virtual object moves to a certain position in the game scene, a target scene component will appear in the game scene, and the target scene component will cyclically execute the target behavior in the game scene. The target behavior includes a first behavior that applies a first displacement effect within the target range and a second behavior that applies a second displacement effect within the target range, wherein the direction of the first displacement effect is different from the direction of the second displacement effect. In specific implementation, the target scene component alternately executes the first behavior and the second behavior in the game scene, wherein the target ranges corresponding to the first behavior and the second behavior can be determined according to R&D requirements or according to player settings; the direction of the first displacement effect and the direction of the second displacement effect can also be determined according to R&D requirements or according to player settings.
[0035] It should be noted that the above-mentioned target behavior, first behavior and second behavior all refer to game behaviors, which can be behaviors visible to the player in the game scene or behaviors invisible to the player in the game scene.
[0036] In a specific embodiment, the direction of action of the first displacement influence and the direction of action of the second displacement influence may be opposite. For example, the direction of action of the first displacement influence may be from the target scene component as the starting point, in the direction toward the outside of the target scene component; the direction of action of the second displacement influence may be from the outside of the target scene component, in the direction toward the target scene component. Based on this, when the target scene component performs the first behavior, it may apply a force toward the outside of the target scene component within the target action range. When the target scene component performs the second behavior, it may apply a force toward the target scene component within the target action range. The form of the applied force may be determined according to R&D requirements. For example, the applied force may be expressed as an attractive force and a repulsive force, or as blowing outward or inward, etc.
[0037] Step S104, in response to the controlled virtual object entering the target action range, applying a third displacement effect to the controlled virtual object based on the target behavior control currently executed by the target scene component, wherein the third displacement effect is one of the first displacement effect and the second displacement effect.
[0038] When the controlled virtual object moves into the target range of the target scene component, the target scene component will apply a third displacement effect to the controlled virtual object based on the currently executed target behavior. This third displacement effect can be either the first displacement effect or the second displacement effect. Specifically, if the controlled virtual object moves into the target range of the target scene component and the target scene component executes the first behavior, the target scene component will apply the first displacement effect to the controlled virtual object; if the controlled virtual object moves into the target range of the target scene component and the target scene component executes the second behavior, the target scene component will apply the second displacement effect to the controlled virtual object.
[0039] After the target scene component applies a third displacement effect to the controlled virtual object, the controlled virtual object will change its movement state based on the direction of the third displacement effect. For example, if the third displacement effect is applied from the target scene component toward the outside of the target scene component, the controlled virtual object will move away from the target scene component after the third displacement effect is applied. If the third displacement effect is applied from the outside of the target scene component toward the target scene component, the controlled virtual object will move toward the target scene component after the third displacement effect is applied.
[0040] An embodiment of the present disclosure provides an interactive method for game components. This method increases the diversity of game scenes, makes the game more interesting, and helps improve the player's gaming experience by adding a target scene component to the game scene and affecting the movement state of controlled virtual objects that enter the target action range corresponding to the target scene component according to the behavior currently executed by the target scene component.
[0041] The following preferred embodiments are used to describe how the state of a controlled virtual object changes when it is affected by different displacements of target scene components.
[0042] Specifically, during the duration of the third displacement influence, in response to the specified position relationship condition being met between the controlled virtual object and the target scene component, the target scene component is controlled to perform a third behavior on the controlled virtual object; wherein the third behavior is used to limit the displacement of the controlled virtual object in the game scene.
[0043] In specific implementation, when the controlled virtual object enters the target range, the system will apply a third displacement influence to the controlled virtual object based on the target behavior control currently executed by the target scene component. During the duration of the third displacement influence, the controlled virtual object will continue to be affected by the third displacement, so that the positional relationship between the controlled virtual object and the target scene component will continue to change. When the positional relationship between the controlled virtual object and the target scene component meets the specified positional relationship condition, the displacement of the controlled virtual object in the game scene will be restricted, that is, the controlled virtual object cannot move autonomously in the game scene, or the movement speed of the controlled virtual object will be restricted.
[0044] The specific conditions corresponding to the aforementioned designated position relationship conditions can be determined based on R&D requirements. For example, the designated position relationship conditions include the controlled virtual object being within a designated range of the target scene component, or the controlled virtual object being at a designated position of the target scene component. Both the designated range and the designated position can be determined based on R&D requirements or player editing operations. For example, the designated range can be inside, above, below, to the left, or to the right of the target scene component; the designated position can be a fixed position within the target scene component.
[0045] In an optional embodiment, after the target scene component performs the third action on the controlled virtual object, the controlled virtual object is configured to be invisible in the game scene. Specifically, after the target scene component completes the third action on the controlled virtual object, the controlled virtual object may be located inside the target scene component or hidden from view in the game scene, rendering the controlled virtual object invisible in the game scene. This approach can enhance the fun of the game and the riskiness of competitive games, thereby helping to improve the player's gaming experience.
[0046] In specific implementations, after the target scene component completes the third behavior on the controlled virtual object, the target scene component will continue to execute the target behavior in a loop, that is, switching the third displacement effect within the target action range corresponding to the target scene component to a fourth displacement effect. The fourth displacement effect is one of the first displacement effect and the second displacement effect, and the fourth displacement effect is different from the third displacement effect. That is, when the third displacement effect is the first displacement effect, the fourth displacement effect is the second displacement effect; when the third displacement effect is the second displacement effect, the fourth displacement effect is the first displacement effect.
[0047] In another optional embodiment, after the target scene component completes the third behavior on the controlled virtual object, the target scene component may perform a specified action, and after the specified action is completed, a fourth displacement effect is applied to the target action range corresponding to the target scene component. Specifically, in response to the target scene component completing the execution of the third behavior on the controlled virtual object, the target scene component is controlled to perform the specified action; in response to the target scene component completing the specified action, the target scene component is controlled to apply the fourth displacement effect within the target action range. The specific action corresponding to the above-mentioned specified action can be determined according to research and development needs. For example, the specified action can be the target scene component jumping, circling, turning right, etc. This method can increase the playability of the game, thereby making the controlled virtual object move based on the position of the specified action performed by the target scene component, and also making the position of the controlled virtual object uncontrollable, thereby increasing the mystery of the game.
[0048] In an optional embodiment, in response to the third displacement effect applied within the target scope switching to the fourth displacement effect, or the target scene component applying the fourth displacement effect within the target scope, the target scene component is controlled to perform a fourth behavior on the controlled virtual object; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from moving in the game scene. In a specific implementation, when the third displacement effect applied within the target scope is directly switched to the fourth displacement effect, or when the target scene component applies the first displacement effect within the scope after completing the execution action, the target scene component will perform the fourth behavior on the controlled virtual object, that is, the controlled virtual object can move in the game scene, and the player can control the controlled virtual object to move in the game scene.
[0049] It should be noted that the third behavior and the fourth behavior mentioned above are both game behaviors, which can be visible to the player in the game scene or invisible to the player in the game scene.
[0050] In an optional embodiment, after the target scene component is controlled to perform the fourth action on the controlled virtual object, the controlled virtual object may be configured to be visible in the game scene. Since the controlled virtual object is configured to be invisible in the game scene after the target scene component performs the third action on the controlled virtual object, in order for the player to control the controlled virtual object after the target scene component performs the fourth action on the controlled virtual object, the controlled virtual object must be displayed in the game scene.
[0051] The following preferred embodiments are used to describe how the target scene component performs the target behavior.
[0052] Specifically, in the process of the target scene component cyclically executing the target behavior, there is a first pause time in the process of the target scene component switching from the first behavior to the second behavior, and there is a second pause time in the process of the target scene component switching from the second behavior to the first behavior. Based on this, the method also includes: controlling the target scene component to execute the first animation performance during the first pause time, and controlling the target scene component to execute the second animation performance during the second pause time; wherein, the first animation performance is different from the second animation performance.
[0053] In specific implementation, there is a pause time in the switching process between the first behavior and the second behavior, which can warn the target scene component of the target behavior that is about to be executed, so that the player can avoid or use the displacement effect of the target scene component on the controlled virtual object based on the warning. Executing the first animation performance during the first pause time and executing the second animation performance during the second pause time can make the player clearly know whether the target behavior that the target scene component is about to execute is the first behavior or the second behavior, that is, when the target scene component executes the first animation performance in the game scene, the target scene component is about to execute the second behavior, and when the target scene component executes the second animation performance in the game scene, the target scene component is about to execute the first behavior. The specific expression form of the above-mentioned first animation performance and second animation performance can be determined according to R&D needs and is not specifically limited here.
[0054] In an optional embodiment, when the target scene component applies a third displacement influence on the controlled virtual object within the target action range, the target scene component will perform a third behavior on the controlled virtual object. After the third behavior is completed, the third displacement influence within the target action range is switched to the fourth displacement influence and a specified action is performed within the pause time. After the target scene component completes the specified action, the fourth displacement influence is applied within the target action range.
[0055] In an optional embodiment, in response to the target scene component applying a first displacement effect within the target action range, a first identifier is displayed within the target action range, wherein the first identifier is used to indicate the action direction corresponding to the first displacement effect; in response to the target scene component applying a second displacement effect within the target action range, a second identifier is displayed within the target action range, wherein the second identifier is used to indicate the action direction corresponding to the second displacement effect. The specific display styles of the above-mentioned first identifier and second identifier can be determined according to R&D needs. For example, the first identifier and the second identifier can be arrows, and the direction of the displacement effect is indicated by the direction of the arrows; the first identifier and the second identifier can also be triangular identifiers, and the direction of the displacement effect is indicated by the moving direction of the triangular identifier. In the game, players can clearly understand the displacement effect that the controlled virtual object may receive when the controlled virtual object enters the target action range of the target scene component through the first identifier and the second identifier, thereby facilitating players to make tactical judgments and early warnings.
[0056] In an optional embodiment, the specific process of controlling the target scene component to cyclically execute the target behavior in the game scene includes: controlling the target scene component to continuously execute a first motion in the game scene, and cyclically executing the target behavior during the execution of the first motion. The specific motion corresponding to the first operation can be set according to the player's operation or determined according to the player's needs. For example, the first motion can be the target scene component rotating in a certain direction, the target scene component circling within a certain range, or the target scene component moving back and forth within a certain scene area.
[0057] Furthermore, the target scope corresponding to the target scene component is determined based on the real-time position of the target scene component during the execution of the first movement. Specifically, the relative position of the target scope corresponding to the target scene component and the target scene component, as well as the size of the target scope, will not change based on the execution of the first movement; however, the position of the target scope corresponding to the target scene component in the game scene will change based on the real-time position of the target scene component during the first movement. This approach can increase the fun of the game.
[0058] To facilitate understanding of the embodiments of the present disclosure, it is assumed that the target behavior of the target scene component that is cyclically executed in the game scene is: blowing behavior and inhaling behavior within the target range, wherein the direction of the displacement influence corresponding to the blowing behavior is from the target scene component outward, and the direction of the displacement influence corresponding to the inhaling behavior is toward the target scene component. At the same time, there is a warning between the blowing behavior and the inhaling behavior, that is, there is a pause time in the process of switching from the blowing behavior to the inhaling behavior, or from the inhaling behavior to the blowing behavior, and the target scene component will perform the corresponding animation performance during the pause time.
[0059] As shown in Figure 2, it is a schematic diagram of a target scene component performing a target behavior provided by an embodiment of the present disclosure. The model with a rotating figure on the ellipse in Figure 2 is the target scene component. The target scene component exerts an inward displacement effect (equivalent to the above-mentioned inhalation behavior) within the target range of action, wherein the direction of the arrow is also the direction of action of the displacement effect. The character model in Figure 2 is a controlled virtual object, and at this time the controlled virtual object is within the range of action of the target scene component. Since the controlled virtual object in Figure 2 is affected by the displacement in the direction toward the target scene component, the controlled virtual object will move toward the target scene component on its own and move to the specified range of the target scene component. At this time, the player cannot control the movement of the controlled virtual object in the game scene. As shown in Figure 3, it is a schematic diagram of the controlled virtual object provided by an embodiment of the present disclosure being within the specified range of the target scene component.
[0060] In actual applications, when the target scene component performs an inhalation behavior, the controlled virtual object located within the target range will be sucked into the interior of the target scene component. When the target scene component performs a blowing behavior, the controlled virtual object will be spit out. At this time, the controlled virtual object is not visible in the game scene. As shown in Figure 4, there is another schematic diagram of a target scene component performing a target behavior provided by an embodiment of the present disclosure. The target scene component in Figure 4 performs a blowing behavior, and the direction of action of the blowing behavior is the direction of the arrow in Figure 4. During the blowing process, the target scene component will spit out the controlled virtual object located within the target scene component, so that the controlled virtual object is visible in the game scene, and the player can control the controlled virtual object to move in the game scene. In actual applications, if the controlled virtual object enters the target range during the blowing process of the target scene component, the controlled virtual object will automatically move a certain distance away from the target scene component.
[0061] The above method increases the fun of the game. Players can perform corresponding operations based on the target behavior executed cyclically by the target scene component to avoid attacks or use it to attack, etc.
[0062] Based on the above method embodiment, the present disclosure also provides a method for editing a game component, as shown in FIG5 , which includes the following specific steps:
[0063] Step S502: Display a game editing scene through a graphical user interface provided by a terminal device. The game editing scene includes a target scene component, and the target scene component is used to cyclically execute a target behavior; wherein the target behavior includes a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect is different from the action direction of the second displacement effect.
[0064] 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 actual applications, when the player triggers the 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 game rules. 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. In a specific implementation, the target scene component can be a component in a component library, which contains a large number of components. Players can drag and drop components in the component library to the game editing scene as needed to generate a scene component corresponding to the component in the game editing scene. Players can edit the scene component in the game editing scene. The above-mentioned specific introduction to the target scene component can refer to the above-mentioned method embodiment, and will not be repeated here.
[0065] Step S504, in response to the first editing operation, determines the first duration corresponding to the first displacement influence and the second duration corresponding to the second displacement influence based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement influence of the first duration and repeatedly and continuously apply the second displacement influence of the second duration within the target action range when working.
[0066] In specific implementation, the specific operation corresponding to the above-mentioned first editing operation can be determined according to R&D requirements and player operations. For example, the first editing operation can be that the player selects the target scene component, then triggers the setting control in the graphical user interface, displays an editing window in the graphical user interface, and then edits the component parameters corresponding to the target scene component in the editing window, and the component parameters include a first duration parameter for setting the first duration, and a second duration parameter for setting the second duration. The first editing operation can also be that the player triggers the setting control to display an editing window in the graphical user interface, and the editing window includes multiple editable component parameters. The player can edit in the editing window, and after the editing is completed, the edited component parameters are applied to the target scene component, that is, the edited component parameters are determined as the first duration parameter and the second duration parameter of the target scene component.
[0067] In actual applications, the specific time values corresponding to the first duration corresponding to the first displacement effect and the second duration corresponding to the second displacement effect can be determined according to the player's editing operation. For example, the first duration can be set to 5 seconds or 2 seconds, and the second duration can be set to 3 seconds or 4 seconds, etc.
[0068] The above-mentioned game component editing method allows players to personalize the target scene components according to their own needs, thereby improving the autonomy and innovation of game editing and helping players to have a better game editing experience.
[0069] The following preferred embodiments are used to describe the editing method of the target scene component.
[0070] Specifically, the above-mentioned specific process of responding to the first editing operation and determining the first duration corresponding to the first displacement impact and the second duration corresponding to the second displacement impact based on the first editing operation may include: in response to the first editing operation, displaying an editing window in the graphical user interface; the editing window includes multiple editing controls, and the editing controls are used to configure component property parameters; in response to the second editing operation for the multiple editing controls, determining the target component property parameters based on the second editing operation; determining the target component property parameters as the component property parameters of the target scene component; wherein the component property parameters of the target scene component include the first duration and the second duration.
[0071] In the specific implementation, the editing window displayed in the graphical user interface contains multiple editing controls, each editing control is used to configure different component property parameters. Players can configure the editing controls according to their needs to obtain the target component property parameters, and determine the target component property parameters and the component property parameters of the target scene component, so that the target scene component works and performs based on the target component property parameters.
[0072] In an optional embodiment, the component attribute parameters of the target scene component further include: an action length and an action offset; the action length is used to indicate the maximum action length when the target scene component performs the target behavior, and the action offset is used to indicate the maximum action width when the target scene component performs the target behavior. In a specific implementation, the target action range corresponding to the target scene component can be obtained through the action length and action offset corresponding to the target scene component. For example, the product of the action length and the action offset can be determined as the size of the target action range. The action offset can also be used to determine the offset of the target action range relative to the target scene component, thereby determining the relative position of the target action range and the target scene component.
[0073] Furthermore, the above-mentioned editing window also includes a selection control, and the target component attribute parameters also include behavior parameters configured by the selection control; wherein, the behavior parameters are used to instruct the target scene component to perform a third behavior on the controlled virtual object when the first displacement influence continues and the specified position relationship conditions are met between the controlled virtual object and the target scene component; wherein, the third behavior is used to limit the displacement of the controlled virtual object in the game scene corresponding to the game editing scene.
[0074] Furthermore, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a fourth behavior on the controlled virtual object when the first displacement influence switches to the second displacement influence; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from displacing in the game scene.
[0075] In an optional embodiment, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a specified action when the target scene component completes the execution of the third behavior on the controlled virtual object, and to exert a second displacement influence within the target scope after the execution of the specified action is completed. In a specific implementation, if the behavior parameters indicate that the target scene component needs to perform a specified action when the target scene component completes the execution of the third behavior on the controlled virtual object, then the target scene component needs to perform a specified action after completing the execution of the third behavior on the controlled virtual object, and immediately exert a second displacement influence within the target scope after the execution of the action is completed, that is, immediately execute the second behavior. If the behavior parameters indicate that the target scene component does not need to perform a specified action, then the target scene component only needs to execute the target behavior in a loop, that is, execute the second behavior after the first behavior is completed.
[0076] In an optional embodiment, the component attribute parameters of the target scene component further include a first pause time parameter and a second pause time parameter, wherein the first pause time parameter is used to indicate the interval duration of the target scene component switching from the first behavior to the second behavior, and the second pause time parameter is used to indicate the interval duration of the target scene component switching from the second behavior to the first behavior; wherein the first pause time parameter is configured via the first time editing control in the editing window, and the second pause time parameter is configured via the second time editing control in the editing window. Specifically, the player can make any settings based on the first time editing control and the second time editing control, and determine the set time parameters as the first pause time and the second pause time.
[0077] Furthermore, the target scene component's component attribute parameters also include a motion parameter, which indicates the target scene component's motion when looping through the target behavior. The motion parameter is configured via the motion edit control in the editing window. In practice, players can configure the motion parameter in the motion edit control as needed to increase the flexibility and personalization of the target scene component's motion.
[0078] Corresponding to the above-mentioned game component interaction method, an embodiment of the present disclosure further provides a game component interaction device, which provides a graphical user interface (GUI) by running a game program on a terminal device. The GUI displays at least a portion of a game scene, which includes controlled virtual objects. As shown in FIG6 , the device includes:
[0079] The behavior execution module 60 is configured to provide a target scene component in the game scene and control the target scene component to cyclically execute the target behavior in the game scene, wherein the target behavior includes a first behavior that applies a first displacement effect within the target action range corresponding to the target scene component and a second behavior that applies a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect.
[0080] The displacement influence module 61 is configured to execute, in response to the controlled virtual object entering the target action range, a third displacement influence to be applied to the controlled virtual object based on the target behavior control currently executed by the target scene component, wherein the third displacement influence is one of the first displacement influence and the second displacement influence.
[0081] The interactive device of the above-mentioned game components increases the fun of the game and helps to improve the player's gaming experience by adding a target scene component to the game scene and affecting the movement state of the controlled virtual objects entering the target action range corresponding to the target scene component according to the behavior currently executed by the target scene component.
[0082] Specifically, the above-mentioned device also includes a third behavior execution module, which is configured to execute: during the duration of the third displacement influence, in response to the specified position relationship condition between the controlled virtual object and the target scene component, control the target scene component to perform a third behavior on the controlled virtual object; wherein the third behavior is used to limit the displacement of the controlled virtual object in the game scene.
[0083] Furthermore, the above-mentioned device also includes a first configuration module, which is configured to execute: after controlling the target scene component to perform the third behavior on the controlled virtual object, configuring the controlled virtual object to be invisible in the game scene.
[0084] In a specific implementation, the above-mentioned specified position relationship condition includes: the controlled virtual object is located within a specified range of the target scene component.
[0085] Furthermore, the above-mentioned device also includes a specified behavior execution module, which is configured to execute: in response to the target scene component completing the execution of the third behavior on the controlled virtual object, controlling the target scene component to perform a specified action; in response to the target scene component completing the execution of the specified action, controlling the target scene component to exert a fourth displacement influence within the target action range, the fourth displacement influence being one of the first displacement influence and the second displacement influence, and the fourth displacement influence is different from the third displacement influence.
[0086] Furthermore, the above-mentioned device also includes a fourth behavior execution module, which is configured to execute: in response to the third displacement effect applied within the target range being switched to the fourth displacement effect, or the target scene component applying the fourth displacement effect within the target range, controlling the target scene component to perform a fourth behavior on the controlled virtual object; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from displacing in the game scene.
[0087] Furthermore, the above-mentioned device also includes a second configuration module, which is configured to execute: after controlling the target scene component to perform the fourth behavior on the controlled virtual object, configuring the controlled virtual object to be visible in the game scene.
[0088] Furthermore, there is a first pause time in the process of the target scene component switching from the first behavior to the second behavior, and there is a second pause time in the process of the target scene component switching from the second behavior to the first behavior. The above-mentioned device also includes an animation switching module, which is configured to execute: controlling the target scene component to execute the first animation performance during the first pause time, and controlling the target scene component to execute the second animation performance during the second pause time; wherein, the first animation performance is different from the second animation performance.
[0089] Furthermore, the above-mentioned device also includes an identification display module, which is configured to perform: in response to the target scene component applying a first displacement influence within the target action range, displaying a first identification within the target action range, wherein the first identification is used to indicate the action direction corresponding to the first displacement influence; in response to the target scene component applying a second displacement influence within the target action range, displaying a second identification within the target action range, wherein the second identification is used to indicate the action direction corresponding to the second displacement influence.
[0090] Furthermore, the behavior execution module 60 is configured to execute: controlling the target scene component to continuously execute the first motion in the game scene, and cyclically executing the target behavior during the execution of the first motion.
[0091] In a specific implementation, the target action range corresponding to the above-mentioned target scene component is determined based on the real-time position of the target scene component during the execution of the first movement.
[0092] The interactive device for game components provided in the embodiments of the present disclosure has the same implementation principle and technical effects as those in the aforementioned interactive method embodiments for game components. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0093] Corresponding to the above-mentioned method for editing game components, the embodiment of the present disclosure further provides a device for editing game components, as shown in FIG7 , the device comprising:
[0094] The interface display module 70 is configured to execute a graphical user interface provided by a terminal device to display a game editing scene, wherein the game editing scene includes a target scene component, and the target scene component is used to cyclically execute a target behavior; wherein the target behavior includes a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect is different from the action direction of the second displacement effect.
[0095] The component editing module 71 is configured to execute a response to a first editing operation, and determine a first duration corresponding to the first displacement influence and a second duration corresponding to the second displacement influence based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement influence of the first duration and repeatedly and continuously apply the second displacement influence of the second duration within the target action range when working.
[0096] The editing device of the above-mentioned game components allows players to personalize the editing of target scene components according to their own needs, thereby improving the autonomy and innovation of game editing and helping players to have a better game editing experience.
[0097] Specifically, the above-mentioned component editing module 71 is configured to perform: in response to a first editing operation, display an editing window in a graphical user interface; the editing window includes multiple editing controls, and the editing controls are used to configure component property parameters; in response to a second editing operation for multiple editing controls, determine the target component property parameters based on the second editing operation; determine the target component property parameters as the component property parameters of the target scene component; wherein the component property parameters of the target scene component include a first duration and a second duration.
[0098] In specific implementation, the component attribute parameters of the above-mentioned target scene component also include: action length and action offset; the action length is used to indicate the maximum action length when the target scene component performs the target behavior, and the action offset is used to indicate the maximum action width when the target scene component performs the target behavior.
[0099] Furthermore, the above-mentioned editing window also includes a selection control, and the target component attribute parameters also include behavior parameters configured by the selection control; wherein, the behavior parameters are used to instruct the target scene component to perform a third behavior on the controlled virtual object when the first displacement influence continues and the specified position relationship conditions are met between the controlled virtual object and the target scene component; wherein, the third behavior is used to limit the displacement of the controlled virtual object in the game scene corresponding to the game editing scene.
[0100] In an optional embodiment, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a fourth behavior on the controlled virtual object when the first displacement influence switches to the second displacement influence; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from displacing in the game scene.
[0101] In an optional embodiment, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a specified action when the target scene component completes the execution of the third behavior on the controlled virtual object, and to exert a second displacement influence within the target range after completing the execution of the specified action.
[0102] Furthermore, the component attribute parameters of the above-mentioned target scene component also include a first pause time parameter and a second pause time parameter. The first pause time parameter is used to indicate the interval duration for the target scene component to switch from the first behavior to the second behavior, and the second pause time parameter is used to indicate the interval duration for the target scene component to switch from the second behavior to the first behavior; wherein, the first pause time parameter is configured through the first time editing control in the editing window, and the second pause time parameter is configured through the second time editing control in the editing window.
[0103] Furthermore, the component attribute parameters of the above-mentioned target scene component also include movement mode parameters, which are used to indicate the movement mode of the target scene component when it cyclically executes the target behavior; wherein, the movement mode parameters are configured through the movement mode editing control in the editing window.
[0104] The game component editing device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned game component editing 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.
[0105] An embodiment of the present disclosure also provides an electronic device, as shown in Figure 8, 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 game component interaction method and game component editing method.
[0106] Specifically, a graphical user interface is provided by running a game program on a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, and the game scene includes a controlled virtual object. The interaction method of the above-mentioned game components includes: providing a target scene component in the game scene, and controlling the target scene component to cyclically execute a target behavior in the game scene, wherein the target behavior includes a first behavior of applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior of applying a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect; in response to the controlled virtual object entering the target action range, a third displacement effect is applied to the controlled virtual object based on the target behavior currently executed by the target scene component, wherein the third displacement effect is one of the first displacement effect and the second displacement effect.
[0107] In an optional embodiment, the above method also includes: during the duration of the third displacement effect, in response to the specified position relationship condition being satisfied between the controlled virtual object and the target scene component, controlling the target scene component to perform a third behavior on the controlled virtual object; wherein the third behavior is used to limit the displacement of the controlled virtual object in the game scene.
[0108] In an optional embodiment, after controlling the target scene component to perform the third behavior on the controlled virtual object, the method further includes: configuring the controlled virtual object to be invisible in the game scene.
[0109] In an optional embodiment, the above-mentioned specified position relationship condition includes: the controlled virtual object is located within a specified range of the target scene component.
[0110] In an optional embodiment, the above method also includes: in response to the target scene component completing the execution of the third behavior on the controlled virtual object, controlling the target scene component to perform a specified action; in response to the target scene component completing the execution of the specified action, controlling the target scene component to apply a fourth displacement influence within the target action range, the fourth displacement influence being one of the first displacement influence and the second displacement influence, and the fourth displacement influence is different from the third displacement influence.
[0111] In an optional embodiment, the above method also includes: in response to the third displacement effect applied within the target range switching to a fourth displacement effect, or the target scene component applying the fourth displacement effect within the target range, controlling the target scene component to perform a fourth behavior on the controlled virtual object; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from displacing in the game scene.
[0112] In an optional embodiment, after controlling the target scene component to perform the fourth behavior on the controlled virtual object, the method further includes: configuring the controlled virtual object to be visible in the game scene.
[0113] In an optional embodiment, there is a first pause time when the target scene component switches from the first behavior to the second behavior, and there is a second pause time when the target scene component switches from the second behavior to the first behavior. The above method also includes: controlling the target scene component to perform a first animation performance during the first pause time, and controlling the target scene component to perform a second animation performance during the second pause time; wherein the first animation performance is different from the second animation performance.
[0114] In an optional embodiment, the above method also includes: in response to the target scene component applying a first displacement influence within the target action range, displaying a first identifier within the target action range, wherein the first identifier is used to indicate the action direction corresponding to the first displacement influence; in response to the target scene component applying a second displacement influence within the target action range, displaying a second identifier within the target action range, wherein the second identifier is used to indicate the action direction corresponding to the second displacement influence.
[0115] In an optional embodiment, the above-mentioned control of the target scene component to cyclically execute the target behavior in the game scene includes: controlling the target scene component to continuously execute the first movement in the game scene, and cyclically executing the target behavior during the execution of the first movement.
[0116] In an optional embodiment, the target action range corresponding to the target scene component is determined based on the real-time position of the target scene component during the execution of the first movement.
[0117] The above-mentioned interactive method of game components increases the fun of the game and helps improve the player's gaming experience by adding a target scene component to the game scene and affecting the movement state of the controlled virtual objects that enter the target range corresponding to the target scene component according to the behavior currently executed by the target scene component.
[0118] Furthermore, the specific process of the editing method of the above-mentioned game component includes: displaying a game editing scene through a graphical user interface provided by a terminal device, the game editing scene includes a target scene component, and the target scene component is used to cyclically execute a target behavior; wherein the target behavior includes a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect and the action direction of the second displacement effect are different; in response to a first editing operation, determining a first duration corresponding to the first displacement effect and a second duration corresponding to the second displacement effect based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement effect of the first duration and repeatedly and continuously apply the second displacement effect of the second duration within the target action range when working.
[0119] In an optional embodiment, the above-mentioned step of responding to the first editing operation and determining the first duration corresponding to the first displacement impact and the second duration corresponding to the second displacement impact based on the first editing operation includes: in response to the first editing operation, displaying an editing window in a graphical user interface; the editing window includes multiple editing controls, and the editing controls are used to configure component property parameters; in response to the second editing operation for the multiple editing controls, determining the target component property parameters based on the second editing operation; determining the target component property parameters as the component property parameters of the target scene component; wherein the component property parameters of the target scene component include the first duration and the second duration.
[0120] In an optional embodiment, the component attribute parameters of the above-mentioned target scene component also include: action length and action offset; the action length is used to indicate the maximum action length when the target scene component performs the target behavior, and the action offset is used to indicate the maximum action width when the target scene component performs the target behavior.
[0121] In an optional embodiment, the above-mentioned editing window also includes a selection control, and the target component attribute parameters also include behavior parameters configured by the selection control; wherein the behavior parameters are used to instruct the target scene component to perform a third behavior on the controlled virtual object when the first displacement influence continues and the specified position relationship condition is met between the controlled virtual object and the target scene component; wherein the third behavior is used to limit the displacement of the controlled virtual object in the game scene corresponding to the game editing scene.
[0122] In an optional embodiment, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a fourth behavior on the controlled virtual object when the first displacement influence switches to the second displacement influence; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from displacing in the game scene.
[0123] In an optional embodiment, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a specified action when the target scene component completes the execution of the third behavior on the controlled virtual object, and to exert a second displacement influence within the target range after completing the execution of the specified action.
[0124] In an optional embodiment, the component attribute parameters of the above-mentioned target scene component also include a first pause time parameter and a second pause time parameter, the first pause time parameter is used to indicate the interval duration of the target scene component switching from the first behavior to the second behavior, and the second pause time parameter is used to indicate the interval duration of the target scene component switching from the second behavior to the first behavior; wherein, the first pause time parameter is configured through the first time editing control in the editing window, and the second pause time parameter is configured through the second time editing control in the editing window.
[0125] In an optional embodiment, the component attribute parameters of the above-mentioned target scene component also include movement mode parameters, which are used to indicate the movement mode of the target scene component when looping to execute the target behavior; wherein, the movement mode parameters are configured through the movement mode editing control in the editing window.
[0126] The above-mentioned game component editing method allows players to personalize the target scene components according to their own needs, thereby improving the autonomy and innovation of game editing and helping players to have a better game editing experience.
[0127] Furthermore, the electronic device shown in FIG8 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 .
[0128] 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, FIG8 shows only one bidirectional arrow, but this does not indicate that there is only one bus or only one type of bus.
[0129] 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 can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0130] The embodiments of the present disclosure also provide 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 game component interaction method and game component editing method. The specific implementation can be found in the method embodiment and will not be repeated here.
[0131] Specifically, a graphical user interface is provided by running a game program on a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, and the game scene includes a controlled virtual object. The interaction method of the above-mentioned game components includes: providing a target scene component in the game scene, and controlling the target scene component to cyclically execute a target behavior in the game scene, wherein the target behavior includes a first behavior of applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior of applying a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect; in response to the controlled virtual object entering the target action range, a third displacement effect is applied to the controlled virtual object based on the target behavior currently executed by the target scene component, wherein the third displacement effect is one of the first displacement effect and the second displacement effect.
[0132] In an optional embodiment, the above method also includes: during the duration of the third displacement effect, in response to the specified position relationship condition being satisfied between the controlled virtual object and the target scene component, controlling the target scene component to perform a third behavior on the controlled virtual object; wherein the third behavior is used to limit the displacement of the controlled virtual object in the game scene.
[0133] In an optional embodiment, after controlling the target scene component to perform the third behavior on the controlled virtual object, the method further includes: configuring the controlled virtual object to be invisible in the game scene.
[0134] In an optional embodiment, the above-mentioned specified position relationship condition includes: the controlled virtual object is located within a specified range of the target scene component.
[0135] In an optional embodiment, the above method also includes: in response to the target scene component completing the execution of the third behavior on the controlled virtual object, controlling the target scene component to perform a specified action; in response to the target scene component completing the execution of the specified action, controlling the target scene component to apply a fourth displacement influence within the target action range, the fourth displacement influence being one of the first displacement influence and the second displacement influence, and the fourth displacement influence is different from the third displacement influence.
[0136] In an optional embodiment, the above method also includes: in response to the third displacement effect applied within the target range switching to a fourth displacement effect, or the target scene component applying the fourth displacement effect within the target range, controlling the target scene component to perform a fourth behavior on the controlled virtual object; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from displacing in the game scene.
[0137] In an optional embodiment, after controlling the target scene component to perform the fourth behavior on the controlled virtual object, the method further includes: configuring the controlled virtual object to be visible in the game scene.
[0138] In an optional embodiment, there is a first pause time when the target scene component switches from the first behavior to the second behavior, and there is a second pause time when the target scene component switches from the second behavior to the first behavior. The above method also includes: controlling the target scene component to perform a first animation performance during the first pause time, and controlling the target scene component to perform a second animation performance during the second pause time; wherein the first animation performance is different from the second animation performance.
[0139] In an optional embodiment, the above method also includes: in response to the target scene component applying a first displacement influence within the target action range, displaying a first identifier within the target action range, wherein the first identifier is used to indicate the action direction corresponding to the first displacement influence; in response to the target scene component applying a second displacement influence within the target action range, displaying a second identifier within the target action range, wherein the second identifier is used to indicate the action direction corresponding to the second displacement influence.
[0140] In an optional embodiment, the above-mentioned control of the target scene component to cyclically execute the target behavior in the game scene includes: controlling the target scene component to continuously execute the first movement in the game scene, and cyclically executing the target behavior during the execution of the first movement.
[0141] In an optional embodiment, the target action range corresponding to the target scene component is determined based on the real-time position of the target scene component during the execution of the first movement.
[0142] The above-mentioned interactive method of game components increases the fun of the game and helps improve the player's gaming experience by adding a target scene component to the game scene and affecting the movement state of the controlled virtual objects that enter the target range corresponding to the target scene component according to the behavior currently executed by the target scene component.
[0143] Furthermore, the specific process of the editing method of the above-mentioned game component includes: displaying a game editing scene through a graphical user interface provided by a terminal device, the game editing scene includes a target scene component, and the target scene component is used to cyclically execute a target behavior; wherein the target behavior includes a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect and the action direction of the second displacement effect are different; in response to a first editing operation, determining a first duration corresponding to the first displacement effect and a second duration corresponding to the second displacement effect based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement effect of the first duration and repeatedly and continuously apply the second displacement effect of the second duration within the target action range when working.
[0144] In an optional embodiment, the above-mentioned step of responding to the first editing operation and determining the first duration corresponding to the first displacement impact and the second duration corresponding to the second displacement impact based on the first editing operation includes: in response to the first editing operation, displaying an editing window in a graphical user interface; the editing window includes multiple editing controls, and the editing controls are used to configure component property parameters; in response to the second editing operation for the multiple editing controls, determining the target component property parameters based on the second editing operation; determining the target component property parameters as the component property parameters of the target scene component; wherein the component property parameters of the target scene component include the first duration and the second duration.
[0145] In an optional embodiment, the component attribute parameters of the above-mentioned target scene component also include: action length and action offset; the action length is used to indicate the maximum action length when the target scene component performs the target behavior, and the action offset is used to indicate the maximum action width when the target scene component performs the target behavior.
[0146] In an optional embodiment, the above-mentioned editing window also includes a selection control, and the target component attribute parameters also include behavior parameters configured by the selection control; wherein the behavior parameters are used to instruct the target scene component to perform a third behavior on the controlled virtual object when the first displacement influence continues and the specified position relationship condition is met between the controlled virtual object and the target scene component; wherein the third behavior is used to limit the displacement of the controlled virtual object in the game scene corresponding to the game editing scene.
[0147] In an optional embodiment, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a fourth behavior on the controlled virtual object when the first displacement influence switches to the second displacement influence; wherein the fourth behavior is used to cancel the restriction on the controlled virtual object from displacing in the game scene.
[0148] In an optional embodiment, the above-mentioned behavior parameters are also used to instruct the target scene component to perform a specified action when the target scene component completes the execution of the third behavior on the controlled virtual object, and to exert a second displacement influence within the target range after completing the execution of the specified action.
[0149] In an optional embodiment, the component attribute parameters of the above-mentioned target scene component also include a first pause time parameter and a second pause time parameter, the first pause time parameter is used to indicate the interval duration of the target scene component switching from the first behavior to the second behavior, and the second pause time parameter is used to indicate the interval duration of the target scene component switching from the second behavior to the first behavior; wherein, the first pause time parameter is configured through the first time editing control in the editing window, and the second pause time parameter is configured through the second time editing control in the editing window.
[0150] In an optional embodiment, the component attribute parameters of the above-mentioned target scene component also include movement mode parameters, which are used to indicate the movement mode of the target scene component when looping to execute the target behavior; wherein, the movement mode parameters are configured through the movement mode editing control in the editing window.
[0151] The above-mentioned game component editing method allows players to personalize the target scene components according to their own needs, thereby improving the autonomy and innovation of game editing and helping players to have a better game editing experience.
[0152] 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.
[0153] 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.
[0154] 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 interacting with game components, wherein a terminal device runs a game program to provide a graphical user interface, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled virtual object, and the method comprises: Providing a target scene component in the game scene, and controlling the target scene component to cyclically execute a target behavior in the game scene, wherein the target behavior includes a first behavior that applies a first displacement effect within a target action range corresponding to the target scene component and a second behavior that applies a second displacement effect within the target action range, and the action direction of the first displacement effect is different from the action direction of the second displacement effect; In response to the controlled virtual object entering the target action range, a third displacement influence is applied to the controlled virtual object based on the target behavior control currently executed by the target scene component, wherein the third displacement influence is one of the first displacement influence and the second displacement influence.
2. The method according to claim 1, wherein: The method further comprises: During the duration of the third displacement influence, in response to the controlled virtual object and the target scene component satisfying a specified position relationship condition, controlling the target scene component to perform a third behavior on the controlled virtual object; The third behavior is used to limit the displacement of the controlled virtual object in the game scene.
3. The method according to claim 2, wherein: After controlling the target scene component to perform the third behavior on the controlled virtual object, the method further includes: The controlled virtual object is configured to be invisible in the game scene.
4. The method according to claim 2, wherein: The specified position relationship condition includes: the controlled virtual object is located within a specified range of the target scene component.
5. The method according to claim 2, wherein: The method further comprises: In response to the target scene component completing the execution of the third behavior on the controlled virtual object, controlling the target scene component to execute a specified action; In response to the target scene component executing and completing the specified action, the target scene component is controlled to apply a fourth displacement effect within the target action range, the fourth displacement effect is one of the first displacement effect and the second displacement effect, and the fourth displacement effect is different from the third displacement effect.
6. The method according to claim 5, wherein: The method further comprises: In response to the third displacement effect applied within the target action range being switched to a fourth displacement effect, or the target scene component applying a fourth displacement effect within the target action range, controlling the target scene component to perform a fourth behavior on the controlled virtual object; The fourth behavior is used to cancel the restriction on the controlled virtual object to move in the game scene.
7. The method according to claim 6, wherein: After controlling the target scene component to perform the fourth behavior on the controlled virtual object, the method further includes: The controlled virtual object is configured to be visible in the game scene.
8. The method according to claim 1, wherein: There is a first pause time during the process of the target scene component switching from the first behavior to the second behavior, and there is a second pause time during the process of the target scene component switching from the second behavior to the first behavior, the method further comprising: Controlling the target scene component to perform a first animation performance during the first pause time, and controlling the target scene component to perform a second animation performance during the second pause time; The first animation expression is different from the second animation expression.
9. The method according to claim 1, wherein: The method further comprises: In response to the target scene component applying the first displacement influence within the target action range, a first mark is displayed within the target action range, wherein the first mark is used to indicate an action direction corresponding to the first displacement influence; In response to the target scene component applying the second displacement influence within the target action range, a second marker is displayed within the target action range, wherein the second marker is used to indicate an action direction corresponding to the second displacement influence.
10. The method according to claim 1, wherein: The controlling the target scene component to cyclically execute the target behavior in the game scene includes: The target scene component is controlled to continuously execute a first motion in the game scene, and the target behavior is cyclically executed during the execution of the first motion.
11. The method according to claim 10, wherein: The target action range corresponding to the target scene component is determined based on the real-time position of the target scene component during the execution of the first movement.
12. A method for editing a game component, the method comprising: Displaying a game editing scene through a graphical user interface provided by a terminal device, wherein the game editing scene includes a target scene component, and the target scene component is used to cyclically execute a target behavior; wherein the target behavior includes a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect is different from the action direction of the second displacement effect; In response to a first editing operation, a first duration corresponding to the first displacement effect and a second duration corresponding to the second displacement effect are determined based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement effect of the first duration and repeatedly and continuously apply the second displacement effect of the second duration within the target action range when working.
13. The method according to claim 12, wherein: The step of responding to the first editing operation and determining a first duration corresponding to the first displacement effect and a second duration corresponding to the second displacement effect based on the first editing operation comprises: In response to a first editing operation, an editing window is displayed in the graphical user interface; the editing window includes a plurality of editing controls, and the editing controls are used to configure component property parameters; In response to a second editing operation on the plurality of editing controls, determining a target component property parameter based on the second editing operation; The target component attribute parameters are determined as component attribute parameters of the target scene component; wherein the component attribute parameters of the target scene component include the first duration and the second duration.
14. The method according to claim 13, wherein: The component attribute parameters of the target scene component also include: action length and action offset; the action length is used to indicate the maximum action length when the target scene component performs the target behavior, and the action offset is used to indicate the maximum action width when the target scene component performs the target behavior.
15. The method according to claim 13, wherein: The editing window further includes a selection control, and the target component attribute parameter further includes a behavior parameter configured by the selection control; wherein the behavior parameter is used to instruct the target scene component to perform a third behavior on the controlled virtual object when the first displacement influence continues and a specified position relationship condition is satisfied between the controlled virtual object and the target scene component; The third behavior is used to restrict the controlled virtual object from moving in the game scene corresponding to the game editing scene.
16. The method according to claim 15, wherein: The behavior parameter is also used to instruct the target scene component to perform a fourth behavior on the controlled virtual object when the first displacement influence is switched to the second displacement influence; The fourth behavior is used to cancel the restriction on the controlled virtual object to move in the game scene.
17. The method according to claim 16, wherein: The behavior parameter is also used to instruct the target scene component to perform a specified action when the target scene component completes the execution of the third behavior on the controlled virtual object, and to exert the second displacement influence within the target action range after completing the execution of the specified action.
18. The method according to claim 13, wherein: The component attribute parameters of the target scene component also include a first pause time parameter and a second pause time parameter, wherein the first pause time parameter is used to indicate the interval duration of the target scene component switching from the first behavior to the second behavior, and the second pause time parameter is used to indicate the interval duration of the target scene component switching from the second behavior to the first behavior; The first pause time parameter is configured via a first time editing control in the editing window, and the second pause time parameter is configured via a second time editing control in the editing window.
19. The method according to claim 13, wherein: The component attribute parameters of the target scene component also include a motion mode parameter, and the motion mode parameter is used to indicate the motion mode of the target scene component when the target behavior is cyclically executed; The motion mode parameters are configured through the motion mode editing controls in the editing window.
20. An interactive device for a game component, which provides a graphical user interface by running a game program on a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, wherein the game scene includes a controlled virtual object, the device comprising: a behavior execution module, configured to provide a target scene component in the game scene, and control the target scene component to cyclically execute a target behavior in the game scene, wherein the target behavior includes a first behavior that applies a first displacement effect within a target action range corresponding to the target scene component and a second behavior that applies a second displacement effect within the target action range, and an action direction of the first displacement effect is different from an action direction of the second displacement effect; The displacement influencing module is configured to execute, in response to the controlled virtual object entering the target action range, The target behavior control currently executed by the target scene component applies a third displacement influence to the controlled virtual object, wherein the third displacement influence is one of the first displacement influence and the second displacement influence.
21. A device for editing a game component, the device comprising: The interface display module is configured to execute a graphical user interface provided by a terminal device to display a game editing scene, wherein the game editing scene includes a target scene component, and the target scene component is used to cyclically execute a target behavior; wherein the target behavior includes a first behavior for applying a first displacement effect within a target action range corresponding to the target scene component and a second behavior for applying a second displacement effect within the target action range, wherein the action direction of the first displacement effect is different from the action direction of the second displacement effect; The component editing module is configured to execute a response to a first editing operation, and determine a first duration corresponding to the first displacement influence and a second duration corresponding to the second displacement influence based on the first editing operation, so that the target scene component can repeatedly and continuously apply the first displacement influence of the first duration and repeatedly and continuously apply the second displacement influence of the second duration within the target action range when working.
22. 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 game component interaction method described in any one of claims 1 to 11 and the game component editing method described in any one of claims 12 to 19.
23. 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 interactive method of the game components described in any one of claims 1 to 11 and the editing method of the game components described in any one of claims 12 to 19.
Citation Information
Patent Citations
Method, device, terminal, system and medium for controlling virtual role
CN109364475A
Game control method and device, electronic equipment and storage medium
CN113663333A
Virtual character control method and device, storage medium and electronic equipment
CN113893544A
Game role control method and device, electronic equipment and storage medium
CN117018618A
Game component interaction method and device, game component editing method and device and electronic equipment
CN118001733A