Game editing method, game editing apparatus, program product and electronic device

By providing focus display mode and editing controls in the game editing interface, the problem of inconvenience in operation of virtual elements is solved and a more efficient game editing experience is achieved.

WO2025180136A1PCT designated stage Publication Date: 2025-09-04NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Application Number
PCT/CN2025/072772
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-02-29
Filing Date
2025-01-16
Publication Date
2025-09-04

AI Technical Summary

Technical Problem

During the game editing process, it is difficult for users to accurately move, zoom and other operations of virtual elements, resulting in inconvenience in operation and inefficient editing, especially on touch screen devices, fingers blocking vision and frequent misoperation.

Method used

Provides a game editing method. By displaying the focus screen and editing controls of the target virtual element in the graphical user interface, including moving controls, rotating controls, and size adjustment controls, users can edit through these controls without directly dragging the virtual element, reducing the occurrence of finger blocking sight and mistouching.

Benefits of technology

It improves the user's operation convenience and accuracy in game editing, reduces operation difficulty, reduces repeated operations, and improves editing efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2025072772_04092025_PF_FP_ABST
    Figure CN2025072772_04092025_PF_FP_ABST
Patent Text Reader

Abstract

A game editing method, a game editing apparatus, a program product and an electronic device. The method comprises: displaying a basic view of a game editing scene in a graphical user interface provided by a running game program, wherein the game editing scene comprises one or more editable virtual elements (S210); in response to a first preset operation, performing control to display a focused view and editing controls of a target virtual element in the graphical user interface, wherein the focused view comprises the target virtual element displayed on the basis of a preset scaling rule, and the target virtual element displayed on the basis of the preset scaling rule is displayed at a preset position in the focused view (S220); and in response to a trigger operation on the editing controls, editing the target virtual element on the basis of an editing instruction triggered by the trigger operation, and displaying the edited target virtual element in the focused view (S230). The present application solves the problem of inconvenient fine editing operations.
Need to check novelty before this filing date? Find Prior Art

Description

Game editing method, game editing device, program product and electronic equipment

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application filed on February 29, 2024, with application number 202410233061.6, entitled “Game Editing Method, Game Editing Device, Program Product and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the technical field of computer and human-computer interaction, and in particular to a game editing method, a game editing device, a computer program product, and an electronic device. Background Art

[0004] With the development of computer and human-computer interaction technology, games have become an important form of daily entertainment. Some games offer user editing features. For example, users can edit the layout of virtual elements in the game interface to achieve specific effects.

[0005] In related technologies, detailed editing of virtual elements can be inconvenient. For example, on touchscreen devices like mobile phones, users typically press and hold a virtual element and drag it to perform editing operations like moving or scaling. This makes it difficult to accurately control the dragging distance and is prone to errors, requiring multiple operations to achieve the desired result. This increases operational difficulty and reduces editing efficiency. Summary of the Invention

[0006] The present disclosure provides a game editing method, a game editing device, a computer program product, and an electronic device to at least to some extent solve the problem of inconvenience in fine editing operations in the related art.

[0007] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: displaying a basic screen of a game editing scene in a graphical user interface provided by running a game program; the game editing scene comprising one or more editable virtual elements; in response to a first preset operation, controlling a focus screen and an editing control of a target virtual element to be displayed in the graphical user interface; wherein the target virtual element is an element among the one or more editable virtual elements; the focus screen comprises the target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position of the focus screen; the editing control comprises at least one of a moving control, a rotating control, and a resizing control, the moving control being configured to control the movement of the target virtual element in response to a trigger operation, the rotating control being configured to control the rotation of the target virtual element in response to a trigger operation, and the resizing control being configured to control the resizing of the target virtual element in response to a trigger operation; in response to a trigger operation on the editing control, editing the target virtual element according to the editing instruction triggered by the trigger operation, and displaying the edited target virtual element in the focus screen.

[0008] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: a basic screen display processing module configured to display a basic screen of a game editing scene in a graphical user interface provided by a running game program; the game editing scene comprises one or more editable virtual elements; a focused screen display processing module configured to control a focused screen and an editing control of a target virtual element displayed in the graphical user interface in response to a first preset operation; wherein the target virtual element is an element among the one or more editable virtual elements; the focused screen comprises the target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed in a focused screen. The target virtual element is displayed at a preset position in the focused screen; the editing control includes at least one of a moving control, a rotation control, and a size adjustment control, the moving control is configured to control the movement of the target virtual element in response to a trigger operation, the rotation control is configured to control the rotation of the target virtual element in response to a trigger operation, and the size adjustment control is configured to control the adjustment of the size of the target virtual element in response to a trigger operation; a virtual element editing processing module is configured to respond to a trigger operation on the editing control, edit the target virtual element according to the editing instruction triggered by the trigger operation, and display the edited target virtual element in the focused screen.

[0009] According to a third aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the game editing method of the first aspect and possible implementation thereof are implemented.

[0010] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game editing method of the first aspect and its possible implementation methods by executing the executable instructions.

[0011] The technical solution disclosed in this disclosure has the following beneficial effects:

[0012] On the one hand, a focus display mode is provided in the game editing function, which displays a focus screen of the target virtual element. The target virtual element is the main display target in the focus screen, allowing users to observe the target virtual element more clearly and see its detailed information more easily. This is conducive to improving the convenience and accuracy of users' fine editing operations, reducing operational difficulty, reducing repeated operations, and improving editing efficiency. On the other hand, when the focus screen is displayed, editing controls for the target virtual element are also provided. Users can use the editing controls to move, rotate, or resize the target virtual element without having to press and drag the target virtual element. This reduces the possibility of fingers blocking the view and accidentally touching by lifting the finger, which can also improve the convenience and accuracy of operation. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] FIG1 shows a system architecture diagram of one embodiment of the present exemplary embodiment;

[0014] FIG2 is a flowchart showing a method for editing a game according to an exemplary embodiment of the present invention;

[0015] FIG3A shows a schematic diagram of a game map scene editing scene and a virtual scene component adding control in one exemplary embodiment of the present invention;

[0016] FIG3B shows a schematic diagram of a game interaction interface editing scene and adding a virtual interaction control in accordance with one exemplary embodiment of the present invention;

[0017] FIG4 is a schematic diagram showing a setting interface of a game editing scene in this exemplary embodiment;

[0018] FIG5A is a schematic diagram showing a basic screen, a focus screen, and an editing control according to an exemplary embodiment of the present invention;

[0019] FIG5B is a schematic diagram showing a focus screen and editing controls according to one exemplary embodiment of the present invention;

[0020] FIG6A is a schematic diagram showing a basic screen according to the present exemplary embodiment;

[0021] FIG6B is a schematic diagram showing a focused image of one of the front projection views according to the present exemplary embodiment;

[0022] FIG6C is a schematic diagram showing a focused image of a top projection view according to one exemplary embodiment;

[0023] FIG6D is a schematic diagram showing a focused image of one of the right projection views according to this exemplary embodiment;

[0024] FIG7 is a schematic structural diagram of a game editing device according to the exemplary embodiment;

[0025] FIG8 is a schematic structural diagram of an electronic device according to this exemplary embodiment. DETAILED DESCRIPTION

[0026] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0027] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.

[0028] When editing a game interface or game scene, users often need to perform fine editing, such as precisely moving a virtual element to a specific position, aligning it to other virtual elements, in order to achieve specific operational functions or improve the aesthetics of the layout. In related technologies, users may encounter operational inconveniences when performing fine editing. For example, on touch-screen devices such as mobile phones, users usually press and hold a virtual element and drag it to perform editing operations such as moving and scaling. Their fingers can easily block the user's line of sight, making it difficult to accurately observe and adjust the editing effect, and may require repeated rotation and scaling of the viewing angle to observe. During the dragging process, it is difficult to accurately grasp the dragging distance or stroke, and multiple operations are required to achieve the desired result. When the finger is lifted after the operation is completed, it is easy to accidentally touch the virtual element. For example, when the user presses and holds a virtual element to adjust it and then lifts his finger, the lifting action may touch the virtual element and cause it to move or offset unnecessarily, requiring additional operations to correct it. On other devices such as personal computers, there may also be situations where multiple operations are required to accurately adjust the editing results. These factors increase the difficulty of operation and reduce editing efficiency.

[0029] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game editing method.

[0030] Figure 1 shows the system architecture of the operating environment of this exemplary embodiment. This system architecture may include a terminal device 110 and a server 120. Terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device. It has a display function and is capable of displaying a graphical user interface (GUI). The GUI may include an operating system interface or an application interface. A game program, such as a client program for an online game, is installed on terminal device 110. When terminal device 110 runs the game program, interfaces such as the game editing scene and the game running scene may be displayed in the GUI. Server 120 generally refers to the backend system that provides the game service in this exemplary embodiment and may be a single server or a cluster of multiple servers. A game server program is deployed on server 120 to perform server-side game data processing. Terminal device 110 and server 120 may be connected via a wired or wireless communication link for data transmission. The game editing method in this exemplary embodiment may be executed by any one or more of terminal device 110 and server 120.

[0031] In one embodiment, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program execution entity and the game screen presentation entity are separated. The storage and execution of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing a game or editing a game scene, the user operates the cloud gaming client 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 cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0032] In one embodiment, the game editing method can be implemented in a stand-alone game. No server deployment is required, and the entire game program can be installed on the terminal device 110 and the game editing method can be executed.

[0033] In one embodiment, referring to FIG2 , the method may include the following steps S210 to S230:

[0034] Step S210: Displaying a basic screen of a game editing scene in a graphical user interface provided by the running game program; the game editing scene includes one or more editable virtual elements;

[0035] Step S220: In response to a first preset operation, controlling the display of a focus screen and an editing control of a target virtual element in a graphical user interface; wherein the target virtual element is one of the one or more editable virtual elements; the focus screen includes the target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position in the focus screen; the editing control includes at least one of a movement control, a rotation control, and a resizing control, wherein the movement control is configured to control the movement of the target virtual element in response to a trigger operation, the rotation control is configured to control the rotation of the target virtual element in response to a trigger operation, and the resizing control is configured to control the resizing of the target virtual element in response to the trigger operation;

[0036] Step S230 , responding to a trigger operation on the editing control, editing the target virtual element according to the editing instruction triggered by the trigger operation, and displaying the edited target virtual element in the focused screen.

[0037] Based on the method shown in Figure 2, on the one hand, a focus display mode is provided in the game editing function, which displays a focus screen of the target virtual element. The target virtual element is used as the main display target in the focus screen, allowing users to observe the target virtual element more clearly and more easily see its detailed information. This is conducive to improving the convenience and accuracy of users' fine editing operations, reducing operational difficulty, reducing repeated operations, and improving editing efficiency. On the other hand, when the focus screen is displayed, editing controls for the target virtual element are also provided. Users can use the editing controls to move, rotate, or resize the target virtual element without having to press and drag the target virtual element. This reduces the possibility of fingers blocking the view and accidentally touching the target virtual element by lifting the finger, and can also improve the convenience and accuracy of operation.

[0038] Each step in Figure 2 is described in detail below.

[0039] 2 , in step S210 , a basic screen of a game editing scene is displayed in a graphical user interface provided by running a game program; the game editing scene includes one or more editable virtual elements.

[0040] This exemplary embodiment provides a game editing function for players. The game program in step S210 can be the main game program. When the main game program is running, the user can select a specific option to enter the editor or editing interface and use the editing function. Alternatively, the game program in step S210 can be an editing program that is compatible with the main game program and can be run independently of the main game program. When the editing program is running, the user can use the editing function.

[0041] Users can use the editing function to edit game scenes or game interaction interfaces. They can choose to create a new game scene or game interface and edit it, or they can choose to edit an existing game scene or game interaction interface. Game editing scenes are game scenes or game interaction interfaces displayed in an edited state, such as game map scene editing scenes or game interaction interface editing scenes.

[0042] The game editing scene includes one or more editable virtual elements, which can be built-in (such as the game program can provide preset game scenes of various styles, and the user can select a preset game scene for editing, which initially comes with some virtual elements), or can be generated by user editing.

[0043] In one embodiment, the virtual elements may include virtual interactive controls. The virtual interactive controls may be used to display specific information or perform specific operations during the game, such as icon controls, text display controls, virtual joystick controls, jump controls, mini-map controls, timer controls, progress bar controls, etc.

[0044] In one embodiment, virtual elements may include virtual scene components. Virtual scene components are people or objects (or parts of people or objects) in the game scene, such as buildings, mechanisms, vehicles, furniture, etc. in the game scene. Virtual scene components can be objects generated, used, or edited during the game editing phase and are configured to generate corresponding virtual scene component models in the game runtime scene (i.e., the phase where the game scene is used for actual gameplay). In the game, virtual scene components and corresponding virtual scene component models typically have the same appearance and use the same model resources. Therefore, they can be considered the same object and are not specifically distinguished herein. In the program, virtual scene components and virtual scene component models can be stored as different types of program objects. Virtual scene component models are configured with the following types of presentation effects: visual presentation effects and non-visual presentation effects. That is, during the game runtime phase, the virtual scene component model corresponding to a virtual scene component can be a visible object with a specific appearance or an invisible object (e.g., the "spawn point," the initial location of the player character in the game, is a virtual scene component with a specific size and shape but is invisible in the game).

[0045] In one embodiment, multiple virtual elements can be combined into a virtual element combination. For example, a block component can be combined onto the circular surface of a cylindrical component to form a roller-shaped mechanism component. This method can form complex and diverse virtual elements in the game. For ease of distinction, a single virtual element can be referred to as a basic virtual element. It is inseparable and can be regarded as the smallest component unit in the game editing scene. Unless otherwise specified, the virtual elements mentioned in this article can refer to both basic virtual elements and virtual element combinations.

[0046] In the game editing scene, users can adjust the environment, such as background, weather, and lighting, and edit virtual elements, such as adding or deleting virtual elements and setting their properties. When displaying the game editing scene, multiple virtual element addition controls (such as a virtual scene component addition control and a virtual interaction control addition control) can be provided to generate corresponding virtual elements in the game editing scene in response to user triggering operations. The virtual element addition control is used to generate virtual elements already in the game program. The virtual element addition control can be divided into different component types. Figure 3A shows a schematic diagram of the game map scene editing scene and the virtual scene component addition control. Referring to Figure 3A, the virtual scene component addition control can be provided in the form of a list (including one or more levels of lists, with Figure 3A showing a second level list), which lists the first level or multiple levels of component types. For example, "structure," "item," "environment," "mechanism," "creature," and "assembly" are first level component types, and each first level component type can include one or more second level component types. For example, the first level component type "item" can include second level component types such as "furniture," "interior decoration," and "lighting." Each secondary component type includes one or more virtual scene component addition controls. For example, the secondary component type "furniture" includes virtual scene component addition controls such as "log coffee table", "round low table", "wooden small table", and "European table". Users can trigger operations on the virtual scene component addition controls, such as clicking and dragging, to generate corresponding virtual scene components in the game map scene editing scene. For example, in Figure 3A, the user drags the "round low table" virtual element addition control to a certain location in the game map scene editing scene, which can trigger the generation of the round low table virtual scene component at that location. Figure 3B shows a schematic diagram of the game interaction interface editing scene and the virtual interaction control addition control. Referring to Figure 3B, under the "picture" primary control type and the "icon" secondary control type, virtual interaction control addition controls such as "triangle", "circle", "square", "crown", and "waving" are provided. Users can drag the virtual interaction control addition control to the game interaction interface editing scene to generate the corresponding virtual interaction control.

[0047] The present disclosure does not limit the form, appearance, etc. of the virtual element adding control. The virtual element adding control may display the name of the virtual element or the icon of the virtual element.

[0048] In one embodiment, the virtual element addition control is configured with a corresponding virtual element template, which includes pre-edited virtual element parameters. Virtual element parameters may include one or more parameters such as shape, color, texture, transparency, material, size, and orientation, and may also include other parameters. When users edit virtual elements in a game editing scene, they need to set these parameters for the virtual element. When creating a virtual element in the game editing scene using the virtual element addition control, the virtual element parameters in the virtual element template corresponding to the virtual element addition control can be called up to quickly generate scene components based on these parameters. It can be understood that the virtual element addition control is a pre-edited, templated virtual element. The virtual element parameters are configured in the form of a template and provided to the user in the form of a virtual element addition control. When users use the virtual element addition control, they are effectively applying the virtual element template, thereby improving editing efficiency. Of course, after a virtual element is created, its parameters can be modified, such as by scaling its size, rotating its orientation, and setting its color or transparency.

[0049] Game programs can include built-in virtual element addition controls, such as game developers pre-editing virtual element templates and configuring them as virtual element addition controls for players to use. Furthermore, players can also be allowed to configure virtual element addition controls. For example, players can model virtual elements, edit, and save virtual element parameters within a game editing scene or other editing interface to create virtual element templates and configure them as virtual element addition controls.

[0050] In one embodiment, a user can edit and update the virtual element add control. For example, the user can modify the virtual element template corresponding to the virtual element add control, modify the virtual element parameters therein, and then save the modification to update the virtual element template corresponding to the virtual element add control. Subsequently, when the virtual element add control is used to generate a virtual element in a game editing scene, the virtual element parameters in the updated virtual element template can be used to generate the virtual element.

[0051] In one embodiment, a corresponding virtual element addition control can also be configured for virtual element combinations. For example, a user can combine a block component onto the circular surface of a cylinder component to form a wheel-shaped mechanism component. Based on the virtual element parameters of this mechanism component, a new virtual element addition control can be configured. Subsequently, the user can use this virtual element addition control to generate the mechanism component in the game editing scene. This allows for the convenient creation of virtual element combinations with one click.

[0052] In this exemplary embodiment, at least two display screens are provided for the game editing scene, including a base screen and a focused screen. The focused screen refers to the screen focused on a specific virtual element, while the base screen is displayed when the specific virtual element is not focused. It is the regular display screen in the game editing scene. For example, when entering the game editing scene, the base screen is displayed by default. Exemplarily, the game editing scene can provide a switch between a regular display mode and a focused display mode. If the regular display mode is currently selected, the base screen is displayed; if the focused display mode is currently selected, the focused screen is displayed.

[0053] A virtual camera can be set up in the game editing scene. A virtual camera is a shooting tool in the game program that simulates a real camera and can be used to shoot to form the images in the game editing scene. The virtual camera can be set up at any position in the game editing scene and shoot the scene from any perspective, that is, it can have any posture, and its posture can be fixed or dynamically changing. In addition, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene images. For example, a first virtual camera and a second virtual camera are set up in the game editing scene. The first virtual camera is used to shoot the basic image of the game editing scene. Its posture can be adjusted by the user and will not be fixed to a certain virtual element. The second virtual camera is used by the user to shoot the focused image of the game editing scene. Its posture can be automatically adjusted by the game program and can be fixed to a specific virtual element.

[0054] In one embodiment, the game editing scene can present two different perspectives, namely the observation perspective and the game perspective, and the user can set which perspective to use in the game editing scene. For example, Figure 4 shows the setting interface of the game editing scene, which provides an option control for the perspective, and the user can choose to use the observation perspective or the game perspective. The observation perspective refers to observing the game editing scene from a third-person perspective. In the observation perspective, the user can not control the game character in the game editing scene, but directly control the virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game editing scene from a first-person perspective. In the game perspective, the user can control a game character in the game editing scene. The game character can be bound to the virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, the game character can also be set to be invisible in the game editing scene, which is equivalent to hiding the game character in the game perspective. When the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or game perspective, a virtual joystick, up or down controls, etc. can be set in the game editing scene. The user can move the virtual camera or move the game character by operating these controls.

[0055] In addition, other setting controls may be provided in the setting interface of the game editing scene, such as a "grid display" setting control for setting the grid display mode in the game editing scene, a "lens speed" setting control for setting the movement speed of the virtual camera or the movement speed of the virtual object controlled by the player in the game running scene, etc. This disclosure is not particularly limited.

[0056] Continuing with reference to Figure 2, in step S220, in response to a first preset operation, the focus screen and editing controls of the target virtual element are controlled to be displayed in the graphical user interface; wherein, the target virtual element is an element among the one or more editable virtual elements mentioned above; the focus screen includes the target virtual element displayed according to the preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position of the focus screen; the editing control includes at least one of a moving control, a rotating control, and a size adjustment control, the moving control is configured to control the movement of the target virtual element in response to a trigger operation, the rotating control is configured to control the rotation of the target virtual element in response to a trigger operation, and the size adjustment control is configured to control the size adjustment of the target virtual element in response to a trigger operation.

[0057] The target virtual element can be any one or more virtual elements in the game editing scene. For example, the user can select one or more existing virtual elements in the game editing scene as the target virtual element. Alternatively, when the user generates a new virtual element in the game editing scene using the virtual element add control, the new virtual element can be automatically selected as the target virtual element.

[0058] The first preset operation is an operation that triggers the focus display mode, such as an operation that switches from a normal display mode to a focus display mode. In one embodiment, the first preset operation may include a focus display trigger operation. In step S220, when the target virtual element is selected, in response to the focus display trigger operation, the focus screen and editing controls of the target virtual element may be displayed in the graphical user interface. For example, when the target virtual element is selected, operation controls for the target virtual element are provided, including a focus display control. When the user triggers the focus display control (such as clicking or long pressing), the focus display mode of the target virtual element is switched to the focus display mode, and the focus screen and editing controls of the target virtual element are displayed. In one embodiment, the first preset operation may also include a focus display trigger operation and a target virtual element selection operation. For example, when the target virtual element is not selected, the user may perform a focus display trigger operation, such as clicking a focus display control in the graphical user interface, and then select the target virtual element. For example, after the user performs the focus display trigger operation, the game program prompts the user to select the target virtual element through a text message or other means. After the user clicks or selects one or more virtual elements as the target virtual elements, the focus screen and editing controls of the target virtual element are triggered to be displayed.

[0059] The focused screen is a screen with the target virtual element as the main display target, which includes the target virtual element displayed according to a preset scaling rule. The preset scaling rule refers to adjusting the display size of the target virtual element in the focused screen to an appropriate value so that the user can observe the target virtual element more clearly. For example, the preset scaling rule can be: adjusting the display size of the target virtual element to a fixed ratio of the focused screen size (such as 50%, indicating that the length and width of the target virtual element are 50% of the length and width of the focused screen), or adjusting the display size of the target virtual element to a fixed value. In the focused screen, the target virtual element is displayed at a preset position. The preset position is a position that is easy for the user to observe, such as the center position, the bottom position (when the focused screen is at the top or upper part of the graphical user interface, the bottom position in the focused screen is easier to observe), the top position (when the focused screen is at the bottom or lower part of the graphical user interface, the top position in the focused screen is easier to observe), etc.

[0060] The base screen may display the entire game editing scene, or a larger area within it. Individual virtual elements (such as the target virtual element) are typically small in the base screen, making them difficult for users to see clearly and hindering detailed editing operations. In the focused screen, however, the target virtual element is the primary display target and is magnified according to preset scaling rules, making it easier for users to see and facilitate detailed editing operations.

[0061] When the focus image of the target virtual element is displayed, one or more editing controls may also be displayed, including but not limited to one or more of a move control, a rotation control, and a size adjustment control. In this way, the user can perform relevant editing operations on the target virtual element through the editing controls in the focus display mode.

[0062] 2 , in step S230 , in response to a trigger operation on the editing control, the target virtual element is edited according to the editing instruction triggered by the trigger operation, and the edited target virtual element is displayed in the focused screen.

[0063] Exemplarily, the editing control includes a move control, which responds to a trigger operation on the move control and controls the movement of the target virtual element according to the move instruction triggered by the trigger operation. The editing control includes a rotate control, which responds to a trigger operation on the rotate control and controls the rotation of the target virtual element according to the rotation instruction triggered by the trigger operation. The editing control includes a resize control, which responds to a trigger operation on the resize control and controls the resize of the target virtual element according to the resize instruction triggered by the trigger operation.

[0064] Because editing controls are provided, users can edit the target virtual elements through the editing controls without having to directly press and drag the target virtual elements. This way, there is no situation where the fingers block the user's view, and it can also reduce the situation of accidental touches when lifting the fingers, thereby improving the convenience and accuracy of operation.

[0065] In one embodiment, responding to the triggering operation on the editing control and editing the target virtual element according to the editing instruction triggered by the triggering operation may include the following steps:

[0066] In response to a trigger operation on the editing control, the target virtual element is edited according to a preset step size according to an editing instruction triggered by the trigger operation.

[0067] The preset step size refers to the unit scale by which the target virtual element is adjusted with each trigger operation. For example, when moving a target virtual element, the preset step size could be 1 or 0.1. Each click of the move control moves the target virtual element by 1 or 0.1. A long press of the move control triggers continuous movement of the target virtual element at the preset step size. When rotating a target virtual element, the preset step size could be 1 degree or 0.1 degree. Each click of the rotate control rotates the target virtual element by 1 or 0.1 degrees. A long press of the rotate control triggers continuous rotation of the target virtual element at the preset step size. When resizing a target virtual element, the preset step size could be 0.01 times. Each click of the resize control increases or decreases the target virtual element by 0.01 times. A long press of the resize control triggers continuous resizing of the target virtual element at the preset step size. Editing the target virtual element according to the preset step size facilitates precise editing, especially when operating on small scales, making it easier to achieve the desired results.

[0068] In one embodiment, the game editing method may further include the following steps:

[0069] According to the position of the target virtual element in the game editing scene, a picture of a first area of ​​the game editing scene containing the target virtual element is captured to form a focused picture.

[0070] The first area may be a local area of ​​the game editing scene containing the target virtual element or the entire game editing scene area. Generally, the first area may include the target virtual element and a small number of other objects around the target virtual element (such as other virtual elements, background, etc.). The image of the first area is captured to form a focused image, so that the focused image mainly displays the target virtual element, while displaying a small amount of other information around the target virtual element. The other information can form a reference for the position, angle, size, etc. of the target virtual element.

[0071] In one embodiment, capturing a picture of a first area of ​​the game editing scene containing the target virtual element based on the position of the target virtual element in the game editing scene to form a focused picture may include the following steps:

[0072] Determining a first area according to a position of a target virtual element in the game editing scene and a size of the target virtual element;

[0073] Texture information of the first area is obtained, and a focused image is rendered based on the texture information of the first area.

[0074] Exemplarily, based on the position of the target virtual element in the game editing scene and the size of the target virtual element, the bounding box of the target virtual element can be determined. If the number of target virtual elements is multiple, the bounding box that simultaneously surrounds the multiple target virtual elements can be determined. The bounding box is appropriately enlarged (such as multiplying the length, width, and height of the bounding box by coefficients such as 1.1, 1.5, and 2.0) to obtain the first area. The first area can be sampled to obtain its texture information, or the texture information of the first area can be intercepted from the texture information of the game editing scene or the base screen (the texture information can be output to a buffer for use). The display object of the focused screen is rendered based on the texture information of the first area, and finally the focused screen displayed in the graphical user interface is drawn.

[0075] In one embodiment, when a target virtual element is edited, the first region can be adaptively updated based on the changes to the target virtual element, and the focused image can be updated based on the updated first region. For example, the focused image can be rendered in real time based on the texture information of the updated first region. This ensures that the target virtual element in the focused image maintains a good display effect.

[0076] In one embodiment, when adjusting the position of the target virtual element, the first area can be moved synchronously so that the relative position of the target virtual element and the first area does not change, that is, the relative position of the target virtual element in the focused image does not change and always remains in the preset position. Alternatively, if the position of the target virtual element is adjusted, the first area can be moved according to the change in the position of the target virtual element when the position change of the target virtual element reaches a certain level or the operation ends, that is, the movement of the first area can have a certain delay compared to the movement of the target virtual element, so that the user can see the movement effect of the target virtual element in the focused image, while ultimately maintaining the relative position of the target virtual element in the focused image. Alternatively, when adjusting the position of the target virtual element, the position of the first area is not changed, so that the target virtual element and the first area produce a relative displacement, and this relative displacement can be reflected in the focused image, making it easier for the user to see the movement effect of the target virtual element.

[0077] In one embodiment, when the target virtual element is rotated, the first area can be rotated synchronously so that the relative angle between the target virtual element and the first area does not change, that is, the relative angle of the target virtual element in the focused screen does not change, such as always being at a positive angle without deflection. Alternatively, if the target virtual element is rotated, the first area can be rotated according to the change in the angle of the target virtual element when the angle change of the target virtual element reaches a certain degree or the operation is completed, that is, the rotation of the first area can have a certain delay compared to the rotation of the target virtual element, so that the user can see the rotation effect of the target virtual element in the focused screen, while ultimately maintaining the relative angle of the target virtual element in the focused screen. Alternatively, when the target virtual element is rotated, the first area is not rotated, so that the target virtual element and the first area have a relative angle, and the relative angle can be reflected in the focused screen, making it easier for the user to see the rotation effect of the target virtual element.

[0078] In one embodiment, when adjusting the size of the target virtual element, the size of the first region can be adjusted synchronously. For example, when the size of the target virtual element is increased to 1.1 times, the size of the first region can also be increased to 1.1 times, so that the relative size of the target virtual element and the first region does not change, that is, the relative size of the target virtual element in the focused image does not change, for example, it always maintains an appropriate ratio. Alternatively, when adjusting the size of the target virtual element, the size of the first region can be adjusted according to the size change of the target virtual element when the size change of the target virtual element reaches a certain level or the operation ends. That is, the size adjustment of the first region can have a certain delay compared to the size adjustment of the target virtual element, so that the user can see the size adjustment effect of the target virtual element in the focused image, while ultimately maintaining the relative size of the target virtual element in the focused image. Alternatively, when adjusting the size of the target virtual element, the size of the first region is not adjusted, so that the relative size of the target virtual element and the first region changes. This relative size change can be reflected in the focused image, making it easier for the user to see the size adjustment effect of the target virtual element.

[0079] In one embodiment, the game editing scene is a game interactive interface editing scene, and the virtual elements include virtual interactive controls, such as the target virtual element is a virtual interactive control.

[0080] In one embodiment, when the game editing scene is a game interaction interface editing scene and the virtual element is a virtual interaction control, a focused screen can be formed by obtaining the texture of the first area and rendering the above-mentioned method.

[0081] In one embodiment, the control of displaying the focus screen and editing controls of the target virtual element in the graphical user interface may include the following steps:

[0082] In the case of displaying a basic screen, controlling to add a focus screen and an editing control for displaying a target virtual element in the graphical user interface.

[0083] When the focused screen and the editing control are displayed, the base screen can be kept displayed. For example, the base screen can be displayed in the main view of the graphical user interface, occupying the entire or most of the graphical user interface, and the focused screen can be displayed in a window or other manner, and the focused screen can be located in a corner of the graphical user interface.

[0084] 5A , when the base screen 501 of the game editing scene is displayed, in response to a first preset operation, a window is generated in the upper left corner of the graphical user interface to display a focused screen 502 of the target virtual element 503, while the original base screen 501 is maintained, and an editing control 504 can be added to the graphical user interface. The editing control 504 can be displayed in any location within the base screen 501, around the base screen 501, within the focused screen 502, around the focused screen 502, etc., and this disclosure is not limited to this. The user can focus on the target virtual element 503 through the focused screen 502 and observe a more macroscopic area through the base screen 501, such as the layout of the entire game interactive interface, thereby facilitating precise editing operations.

[0085] In one embodiment, responding to a trigger operation on an editing control and editing a target virtual element according to an editing instruction triggered by the trigger operation may include the following steps:

[0086] In response to a trigger operation on the edit control, a target virtual element in the base screen is edited according to an editing instruction triggered by the trigger operation.

[0087] For example, as shown in FIG5A , when a user moves, rotates, or resizes a target virtual element 503 using editing controls 504, the editing effect can be directly displayed on the base screen 501, allowing the user to observe the effect of the edits to the target virtual element 503 in the game editing scene. Furthermore, on the focused screen 502, the edited target virtual element 503 can be displayed at a preset position, maintaining its relative position, angle, or size within the focused screen 502, allowing the user to observe the details of the target virtual element 503.

[0088] In one embodiment, the editing control includes a control area, which includes a move operation area, a rotation operation area, and a size operation area. The editing control includes a move control, a rotation control, and a size adjustment control. The move control is located in the move operation area, the rotation control is located in the rotation operation area, and the size adjustment control is located in the size operation area. Referring to Figure 5A, the editing control 504 can be implemented in the form of a control area, which includes a move operation area 5041, a rotation operation area 5042, and a size operation area 5043. The move control is located in the move operation area 5041, the rotation control is located in the rotation operation area 5042, and the size adjustment control is located in the size operation area 5043. The editing control 504 can implement a variety of editing operations and is very convenient.

[0089] In one embodiment, the editing control includes a focus display area configured to display a focused image. Specifically, a dedicated area within the editing control can be set aside to display the focused image, referred to as the focus display area. This allows the editing control and the focused image to form a single entity, making it easier for users to edit the target virtual element while observing the focused image. For example, the focus display area can be located in a readily visible location within the editing control, such as the center.

[0090] In one embodiment, the movement operation area can be arranged around the focused display area. As shown in FIG5B , the focused image 502 is displayed in the focused display area of ​​the editing control 504, and the movement operation area 5041 surrounds the focused display area. In this way, when the user edits the position of the target virtual element 503 using the movement control, the direction of the movement control is consistent with the movement direction of the target virtual element, further reducing the user's operational difficulty and improving operational convenience.

[0091] In one embodiment, the control of displaying the focus screen and editing controls of the target virtual element in the graphical user interface may include the following steps:

[0092] The base screen displayed in the graphical user interface is switched to be the focused screen of the target virtual element, and editing controls are displayed.

[0093] In response to the first preset operation, the basic screen can be switched to the focused screen, and the editing controls can be displayed. The basic screen is no longer displayed. For example, referring to FIG5B , when the focused screen 502 is displayed, the original basic screen 501 is no longer displayed. The focused screen 502 can be displayed in the area of ​​the graphical user interface where the basic screen 501 was originally displayed. The focused screen 502 can then serve as the main screen in the graphical user interface, occupying the entire or most of the graphical user interface. In this way, the user can more clearly observe the target virtual element through the focused screen.

[0094] In one embodiment, in response to an operation of exiting the focus display mode, the display can be restored from the focus screen to the base screen. In the focus display mode, the user can click on the exit or close control to exit the focus display mode, or switch to the base display mode through the display mode switching control, which also means exiting the focus display mode. In response to the operation of exiting the focus display mode, the original base screen can be restored. For example, based on the display perspective of the base screen before switching from the base screen to the focus screen, the base screen can be restored using the display perspective. Alternatively, the default perspective (such as the display perspective when initially entering the game editing scene, or the display perspective aligned with the center of the game editing scene, etc.) can be used to restore the display of the base screen.

[0095] In one embodiment, the game editing method may further include the following steps:

[0096] When the focused picture is displayed, the second area is controlled to be displayed at a preset position in the focused picture, so that the target virtual element in the focused picture is located in the second area.

[0097] The second area is an area in the graphical user interface that mainly displays the target virtual element in the focused screen. The second area can be the same as or different from the focused display area. For example, the second area can be a frame of a specific shape (such as a circular or rectangular frame). In the focused screen, the target virtual element is placed within the frame to achieve the effect of highlighting the target virtual element. The second area can be located at a preset position in the graphical user interface. As mentioned above, the preset position is a position that is easy for the user to observe, such as the center position, the bottom position, the top position, etc.

[0098] By displaying the second area and displaying the target virtual element in the second area, the target virtual element in the focused image is highlighted, which is easier to observe and is conducive to accurate editing.

[0099] In one embodiment, the editing control includes a control area, and the control area and the second area satisfy a preset positional relationship. The preset positional relationship can be determined based on needs, making it more convenient for the user to operate the editing control. For example, the second area can be located at the center of the focused image, and the control area can be arranged around the second area. For example, the second area can be circular, and the control can be a ring, rectangle, or the like surrounding the second area.

[0100] In one embodiment, the control area includes a moving operation area, a rotating operation area, and a size operation area; the editing control includes a moving control, a rotating control, and a size adjustment control, the moving control is located in the moving operation area, the rotating control is located in the rotating operation area, and the size adjustment control is located in the size operation area; the moving operation area is adjacent to the second area, and the rotating operation area and the size operation area are not adjacent to the second area.

[0101] In one embodiment, the focused image is an image formed by shooting the first area of ​​the game editing scene containing the target virtual element in a projection direction; the projection direction is a direction determined in the reference coordinate axis direction of the game editing scene.

[0102] Among them, the reference coordinate axis of the game editing scene can be the coordinate axis of the world coordinate system of the game editing scene. Referring to Figure 6A, the reference coordinate axis direction can include the positive direction of the X-axis of the world coordinate system, the negative direction of the X-axis, the positive direction of the Y-axis, the negative direction of the Y-axis, the positive direction of the Z-axis, and the negative direction of the Z-axis, a total of 6 directions, or can also include the X-axis direction of the world coordinate system (that is, the positive direction of the X-axis and the negative direction of the X-axis can be regarded as the same direction), the Y-axis direction, and the Z-axis direction, a total of 3 directions. The world coordinate system shown in Figure 6A passes through the target virtual element (i.e., the block), and it may not pass through the target virtual element. Since the focused screen needs to use the target virtual element as the main display target, the world coordinate system passing through the target virtual element is used to obtain a screen effect aligned with the target virtual element. The reference coordinate axis of the game editing scene can also be the coordinate axis of the local coordinate system of the target virtual element. The reference coordinate axis direction can include 6 directions of the local coordinate system, namely, the positive direction of the X-axis, the negative direction of the X-axis, the positive direction of the Y-axis, the negative direction of the Y-axis, the positive direction of the Z-axis, and the negative direction of the Z-axis. It can also include 3 directions, namely, the X-axis direction (that is, the positive direction of the X-axis and the negative direction of the X-axis can be regarded as the same direction), the Y-axis direction, and the Z-axis direction.

[0103] By determining the projection direction in the above-mentioned reference coordinate axis direction and shooting according to the projection direction to obtain a focused picture, the focused picture reflects the projection of the target virtual element in a certain regular direction, so that the user can more clearly observe the two-dimensional information of the target virtual element in the projection direction. These two-dimensional information may not be clearly and intuitively obtained in a three-dimensional stereoscopic view.

[0104] In one embodiment, the base picture is a picture taken by a first virtual camera set in the game editing scene, and the focused picture is a picture taken by a second virtual camera set in the game editing scene.

[0105] In one embodiment, the first virtual camera and the second virtual camera can be the same virtual camera. This eliminates the need to switch virtual cameras between the normal display mode and the focused display mode, thereby reducing the number of virtual cameras in the game editing scene. Of course, to achieve different display effects in the normal display mode and the focused display mode, different control instructions can be generated for the virtual cameras. For example, in the normal display mode, virtual camera control instructions can be generated based on the user's perspective control operation to adjust the virtual camera's position. In the focused display mode, the game program can automatically generate virtual camera control instructions based on the projection direction, and the user may not be allowed to control the perspective.

[0106] In one embodiment, the first virtual camera and the second virtual camera may be different virtual cameras. For example, the first virtual camera is a perspective projection camera that, in normal display mode, can capture a basic image with a stereoscopic perspective effect. The second virtual camera is an orthographic projection camera that, in focus display mode, can capture a focused image with a planar projection effect.

[0107] In one embodiment, the game editing method may further include the following steps:

[0108] In response to the first preset operation, a projection direction is determined in the reference coordinate axis direction according to an angular relationship between a current shooting direction of the first virtual camera and the reference coordinate axis direction.

[0109] Herein, a shooting direction may be the direction in which a virtual camera points toward a shooting target (e.g., a focal point). The current shooting direction of the first virtual camera refers to the shooting direction of the first virtual camera when the user performs the first preset operation. As described above, there may be multiple reference coordinate axis directions. When switching to the focus display mode in response to the first preset operation, a suitable projection direction may be determined within the reference coordinate axis directions based on the angular relationship between the current shooting direction of the first virtual camera and the reference coordinate axis directions.

[0110] In one embodiment, the step of determining the projection direction in the reference coordinate axis direction based on the angular relationship between the current shooting direction of the first virtual camera and the reference coordinate axis direction may include the following steps:

[0111] The reference coordinate axis direction having the smallest angle with the current shooting direction of the first virtual camera among the reference coordinate axis directions is used as the projection direction.

[0112] The reference coordinate axis direction with the smallest angle with the current shooting direction of the first virtual camera is used as the projection direction. This allows the focus display mode to be displayed as a focused image captured by the second virtual camera in the projection direction. The perspective of this focused image is relatively small compared to the original base image. This ensures that the change in perspective from the base image to the focused image is as small as possible to avoid visual confusion for the user. Referring to Figures 6A and 6B, Figure 6A shows the base image of the game editing scene. Among the reference coordinate axis directions, the reference coordinate axis direction with the smallest angle with the current shooting direction of the first virtual camera is the negative Z-axis direction. When the focus display mode is entered, the focused image can be presented with the negative Z-axis direction as the projection direction. The focused image, as shown in Figure 6B, is a projection view captured in the negative Z-axis direction, representing the projection view of the target virtual element on the XY plane.

[0113] In one embodiment, in response to the first preset operation, a projection direction may be determined based on the projection size of the target virtual element in each reference coordinate axis direction. For example, the reference coordinate axis direction with the largest projection size may be determined as the projection direction. For example, the projection size of the target virtual element in each reference coordinate axis direction, i.e., the projection size on a plane perpendicular to each reference coordinate axis direction, may be determined, and the reference coordinate axis direction corresponding to the largest projection size may be determined as the projection direction.

[0114] In one embodiment, the game editing method may further include the following steps:

[0115] When the focused picture is displayed, in response to the second preset operation, the projection direction is switched to other reference coordinate axis directions according to the second preset operation, and the focused picture of the target virtual element is displayed based on the switched projection direction.

[0116] The second preset operation switches the projection direction (or viewing angle) in the focus display mode. This allows different reference coordinate axis directions to be used as projection directions, presenting two-dimensional projection views of the target virtual element in different directions, allowing the user to easily view information from different sides.

[0117] In one embodiment, the switching of the projection direction to another reference coordinate axis direction according to the second preset operation includes:

[0118] According to the operation direction of the second preset operation and the projection direction before switching, the projection direction after switching is determined in other reference coordinate axis directions.

[0119] For example, if the projection direction before switching is the negative Z-axis direction, that is, the front projection view of the target virtual element is displayed in the focused screen, as shown in Figure 6B, when the user swipes upward to switch the projection direction, the projection direction can be switched to the negative Y-axis direction, so that the top projection view (i.e., the top view) of the target virtual element is displayed in the focused screen, as shown in Figure 6C. If the user swipes right again to switch the projection direction, the projection direction can be switched to the negative X-axis direction, so that the right projection view of the target virtual element is displayed in the focused screen, as shown in Figure 6D. In this way, the user can flexibly switch the projection direction to observe the desired projection view, and obtain complete information about the target virtual element through different projection views.

[0120] In one embodiment, the editing control includes a moving control; and the above-mentioned response to the triggering operation on the editing control, editing the target virtual element according to the editing instruction triggered by the triggering operation, may include the following steps:

[0121] In response to a trigger operation on a mobile control, the position of a target virtual element in a projection plane perpendicular to the projection direction is adjusted.

[0122] For example, if the projection direction is the positive or negative Z-axis direction, the displayed focused image is the two-dimensional projection of the target virtual element in the XY projection plane. When the user triggers an operation by moving the control, the position of the target virtual element in the XY projection plane can be adjusted. After the user switches to another projection direction, the position of the target virtual element in the other projection plane can be adjusted by moving the control.

[0123] In one embodiment, the editing control includes a rotation control; and the above-mentioned response to the triggering operation on the editing control, editing the target virtual element according to the editing instruction triggered by the triggering operation, may include the following steps:

[0124] In response to the trigger operation on the rotation control, the target virtual element is controlled to rotate around the projection direction.

[0125] For example, if the projection direction is the positive or negative Z-axis, the user can adjust the rotation angle of the target virtual element around the Z-axis by rotating the control to trigger the operation. After the user switches to another projection direction, the user can also use the rotation control to adjust the rotation angle of the target virtual element around the other projection direction.

[0126] The above move or rotate editing methods limit the editing freedom in a single projection direction, which helps users make precise edits based on the 2D projection view and avoids editing confusion.

[0127] In one embodiment, the editing control includes a size adjustment control; and the above-mentioned response to the triggering operation on the editing control, editing the target virtual element according to the editing instruction triggered by the triggering operation, may include the following steps:

[0128] In response to a trigger operation on the size adjustment control, the size of the target virtual element in the projection direction is adjusted, or the size of the target virtual element on a projection plane perpendicular to the projection direction is adjusted, or the size of the target virtual element on each reference coordinate axis is adjusted.

[0129] In focused display mode, when a user adjusts the size of a target virtual element using the resize control, the size of the target virtual element can be adjusted along a single axis, two axes, or three axes, depending on the settings. Alternatively, in focused display mode, the resize operation can be limited to adjusting the size in the projection direction. Alternatively, in focused display mode, the resize operation can be limited to adjusting the size on the projection plane. Alternatively, in focused display mode, the resize operation can be limited to adjusting the size along all reference coordinate axes.

[0130] In one embodiment, the game editing scene is a game map scene editing scene, and the virtual elements include virtual scene components. For example, the target virtual element is a virtual scene component, and the virtual scene component is configured to generate a corresponding virtual scene component model during the game running phase.

[0131] In one embodiment, based on the game editing scene being a game map scene editing scene, the virtual elements include virtual scene components, which can be photographed in a projection direction to form and display a focused picture.

[0132] The exemplary embodiment of the present disclosure further provides a game editing device. Referring to FIG7 , the game editing device 700 may include the following program modules:

[0133] The basic screen display processing module 710 is configured to display a basic screen of a game editing scene in a graphical user interface provided by the running game program; the game editing scene includes one or more editable virtual elements;

[0134] The focused screen display processing module 720 is configured to control display of a focused screen and an editing control of a target virtual element in a graphical user interface in response to a first preset operation; wherein the focused screen includes the target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position in the focused screen; the editing control includes at least one of a movement control, a rotation control, and a resizing control; the movement control is configured to control movement of the target virtual element in response to a trigger operation; the rotation control is configured to control rotation of the target virtual element in response to a trigger operation; and the resizing control is configured to control resizing of the target virtual element in response to a trigger operation;

[0135] The virtual element editing processing module 730 is configured to respond to a trigger operation on the editing control, edit the target virtual element according to the editing instruction triggered by the trigger operation, and display the edited target virtual element in the focused screen.

[0136] In one embodiment, the focused screen display processing module 720 is further configured to: capture a screen of a first area containing the target virtual element in the game editing scene according to the position of the target virtual element in the game editing scene to form a focused screen.

[0137] In one embodiment, based on the position of the target virtual element in the game editing scene, a picture of the first area containing the target virtual element in the game editing scene is captured to form a focused picture, including: determining the first area based on the position of the target virtual element in the game editing scene and the size of the target virtual element; obtaining texture information of the first area, and rendering the focused picture based on the texture information of the first area.

[0138] In one embodiment, the game editing scene is a game interaction interface editing scene, and the virtual elements include virtual interaction controls.

[0139] In one embodiment, controlling the display of a focus screen and an editing control of a target virtual element in a graphical user interface includes: controlling the addition of a focus screen and an editing control for displaying the target virtual element in the graphical user interface while displaying a basic screen.

[0140] In one embodiment, responding to a trigger operation on an editing control and editing a target virtual element according to an editing instruction triggered by the trigger operation includes: responding to a trigger operation on an editing control and editing a target virtual element in a basic screen according to an editing instruction triggered by the trigger operation.

[0141] In one embodiment, the editing control includes a control area, which includes a moving operation area, a rotating operation area, and a size operation area; the editing control includes a moving control, a rotating control, and a size adjustment control, the moving control is located in the moving operation area, the rotating control is located in the rotating operation area, and the size adjustment control is located in the size operation area.

[0142] In one embodiment, the editing control includes a focus display area, and the focus display area is configured to display a focus screen.

[0143] In one embodiment, the moving operation area is arranged around the focused display area.

[0144] In one embodiment, controlling the display of the focus screen and the editing control of the target virtual element in the graphical user interface includes: switching the basic screen displayed in the graphical user interface to display the focus screen of the target virtual element and displaying the editing control.

[0145] In one embodiment, the focused picture display processing module 720 is further configured to: when displaying the focused picture, control the display of the second area at a preset position in the focused picture, so that the target virtual element in the focused picture is located in the second area.

[0146] In one embodiment, the editing control includes a control area, and the control area and the second area satisfy a preset position relationship.

[0147] In one embodiment, the second area is located at the center of the focused screen, and the control area is arranged around the second area.

[0148] In one embodiment, the focused image is an image formed by shooting the first area of ​​the game editing scene containing the target virtual element in a projection direction; the projection direction is a direction determined in the reference coordinate axis direction of the game editing scene.

[0149] In one embodiment, the base picture is a picture taken by a first virtual camera set in the game editing scene, and the focused picture is a picture taken by a second virtual camera set in the game editing scene.

[0150] In one embodiment, the first virtual camera is a perspective projection camera; and the second virtual camera is an orthographic projection camera.

[0151] In one embodiment, the focused image display processing module 720 is further configured to: in response to a first preset operation, determine a projection direction in the reference coordinate axis direction according to an angular relationship between the current shooting direction of the first virtual camera and the reference coordinate axis direction.

[0152] In one embodiment, the projection direction is determined in the reference coordinate axis direction based on the angular relationship between the current shooting direction of the first virtual camera and the reference coordinate axis direction, including: taking the reference coordinate axis direction with the smallest angle with the current shooting direction of the first virtual camera as the projection direction.

[0153] In one embodiment, the focused image display processing module 720 is further configured to: when displaying the focused image, respond to a second preset operation, switch the projection direction to other reference coordinate axis directions according to the second preset operation, and display the focused image of the target virtual element based on the switched projection direction.

[0154] In one embodiment, switching the projection direction to other reference coordinate axis directions according to the second preset operation includes: determining the projection direction after switching in other reference coordinate axis directions according to the operation direction of the second preset operation and the projection direction before switching.

[0155] In one embodiment, the editing control includes a moving control; in response to a trigger operation on the editing control, editing the target virtual element according to the editing instruction triggered by the trigger operation includes: in response to the trigger operation on the moving control, adjusting the position of the target virtual element in the projection plane perpendicular to the projection direction.

[0156] In one embodiment, the editing control includes a rotation control; responding to a trigger operation on the editing control, editing the target virtual element according to the editing instruction triggered by the trigger operation, including: responding to the trigger operation on the rotation control, controlling the target virtual element to rotate around the projection direction.

[0157] In one embodiment, the editing control includes a size adjustment control; in response to a trigger operation on the editing control, editing the target virtual element according to the editing instruction triggered by the trigger operation includes: in response to the trigger operation on the size adjustment control, adjusting the size of the target virtual element in the projection direction, or adjusting the size of the target virtual element on a projection plane perpendicular to the projection direction, or adjusting the size of the target virtual element on each reference coordinate axis.

[0158] In one embodiment, the game editing scene is a game map scene editing scene, and the virtual elements include virtual scene components. The virtual scene components are configured to generate corresponding virtual scene component models during the game running phase.

[0159] In one embodiment, the game editing scene is a three-dimensional scene, and the reference coordinate axis directions include the positive direction of the X axis, the negative direction of the X axis, the positive direction of the Y axis, the negative direction of the Y axis, the positive direction of the Z axis, and the negative direction of the Z axis of the world coordinate system of the game editing scene.

[0160] In one embodiment, the first preset operation includes a focus display trigger operation; in response to the first preset operation, controlling the focus screen and editing controls of the target virtual element to be displayed in the graphical user interface, including: when the target virtual element is selected, responding to the focus display trigger operation, controlling the focus screen and editing controls of the target virtual element to be displayed in the graphical user interface.

[0161] In one embodiment, responding to a trigger operation on an editing control and editing a target virtual element according to an editing instruction triggered by the trigger operation includes: responding to a trigger operation on an editing control and editing the target virtual element according to a preset step size according to an editing instruction triggered by the trigger operation.

[0162] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.

[0163] An exemplary embodiment of the present disclosure further provides a computer program product, including a computer program, which implements the above-mentioned game editing method when executed by a processor.

[0164] The computer program product can employ any combination of one or more readable media. The readable medium can be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0165] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0166] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0167] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, and the like, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0168] In one embodiment, the computer program product can be implemented as a readable storage medium, which can be any tangible medium containing or storing a computer program, such as a portable compact disk read-only memory (CD-ROM), a NAND flash memory, etc.

[0169] In one embodiment, the computer program product may be implemented as a virtual digital product, such as a digital file storing the computer program, an installation package, etc.

[0170] When a computer program product is run on an electronic device, the code in its computer program is used to enable the electronic device to execute (more specifically, to enable the processor of the electronic device to execute) the steps described in the "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure, such as the game editing method in this exemplary embodiment, which includes the following steps: displaying a basic screen of a game editing scene in a graphical user interface provided by the running game program; the game editing scene includes one or more editable virtual elements; in response to a first preset operation, controlling the display of a focus screen and editing controls of a target virtual element in the graphical user interface; wherein the target virtual element is one or more editable virtual elements. Elements in a virtual element; the focused screen includes a target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position of the focused screen; the editing control includes at least one of a moving control, a rotating control, and a size adjustment control, the moving control is configured to control the movement of the target virtual element in response to a trigger operation, the rotating control is configured to control the rotation of the target virtual element in response to a trigger operation, and the size adjustment control is configured to control the adjustment of the size of the target virtual element in response to a trigger operation; in response to a trigger operation on the editing control, the target virtual element is edited according to the editing instruction triggered by the trigger operation, and the edited target virtual element is displayed in the focused screen.

[0171] The aforementioned aspects are achieved through a computer program. On the one hand, a focused display mode is provided within the game editing function, displaying a focused view of the target virtual element. The focused view uses the target virtual element as the primary display target, allowing users to more clearly observe the target virtual element and more easily see its detailed information. This improves the convenience and accuracy of fine-tuning operations, reduces operational difficulty, reduces repeated operations, and improves editing efficiency. On the other hand, while the focused view is displayed, editing controls for the target virtual element are also provided. Users can use these controls to move, rotate, or resize the target virtual element without having to hold down and drag the target virtual element. This reduces the risk of fingers blocking the view and accidental touches caused by lifting a finger, similarly improving operational convenience and accuracy.

[0172] The exemplary embodiments of the present disclosure further provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.

[0173] 8 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 800 shown in FIG8 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.

[0174] As shown in FIG. 8 , the electronic device 800 may include a processor 810 , a memory 820 , a bus 830 , an I / O (input / output) interface 840 , a network adapter 850 , and a display 860 .

[0175] The memory 820 may include volatile memory, such as RAM 821 and cache unit 822, and may also include non-volatile memory, such as ROM 823. The memory 820 may also include one or more program modules 824. Such program modules 824 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program modules 824 may include the modules in the aforementioned devices.

[0176] The processor 810 may include one or more processing units, for example: the processor 810 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0177] The processor 810 can be used to execute executable instructions stored in the memory 820, such as the game editing method in the present exemplary embodiment, which includes the following steps: displaying a basic screen of a game editing scene in a graphical user interface provided by running a game program; the game editing scene includes one or more editable virtual elements; in response to a first preset operation, controlling the focus screen and editing control of the target virtual element displayed in the graphical user interface; wherein the target virtual element is an element among the one or more editable virtual elements; the focus screen includes a target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position of the focus screen; the editing control includes at least one of a moving control, a rotation control, and a size adjustment control, the moving control is configured to control the movement of the target virtual element in response to a trigger operation, the rotation control is configured to control the rotation of the target virtual element in response to a trigger operation, and the size adjustment control is configured to control the adjustment of the size of the target virtual element in response to a trigger operation; in response to a trigger operation on the editing control, the target virtual element is edited according to the editing instruction triggered by the trigger operation, and the edited target virtual element is displayed in the focus screen.

[0178] The above aspects are achieved through electronic devices. On the one hand, a focus display mode is provided in the game editing function, which displays a focus screen of the target virtual element. The target virtual element is used as the main display target in the focus screen, allowing users to observe the target virtual element more clearly and see its detailed information more easily. This is conducive to improving the convenience and accuracy of users' fine editing operations, reducing the difficulty of operation, reducing repeated operations, and improving editing efficiency. On the other hand, when the focus screen is displayed, editing controls for the target virtual element are also provided. Users can use the editing controls to move, rotate, or resize the target virtual element without having to press and drag the target virtual element. This reduces the possibility of fingers blocking the view and accidentally touching the target element by lifting the finger, and can also improve the convenience and accuracy of operation.

[0179] The bus 830 is used to realize the connection between different components of the electronic device 800 and may include a data bus, an address bus, and a control bus.

[0180] The electronic device 800 can communicate with one or more external devices 900 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 840 .

[0181] The electronic device 800 can communicate with one or more networks via the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 850 can communicate with other modules of the electronic device 800 via the bus 830.

[0182] The electronic device 800 can display a graphical user interface through the display 860, such as displaying a game editing scene, a setting interface, etc.

[0183] Although not shown in FIG. 8 , other hardware and / or software modules may be provided in the electronic device 800 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0184] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0185] It will be understood by those skilled in the art that various aspects of the present disclosure can be implemented as systems, methods or program products. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation method combining hardware and software aspects, which can be collectively referred to as "circuit", "module" or "system" here. After considering the specification and practicing the invention disclosed herein, those skilled in the art will easily think of other embodiments of the present disclosure. This application is intended to cover any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The description and implementation methods are to be regarded as exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims. It should be understood that the present disclosure is not limited to the precise structure described above and shown in the drawings, and various modifications and changes can be made without departing from its scope.

Claims

1. A game editing method, comprising: Displaying the basic screen of the game editing scene in the graphical user interface provided by the running game program; The game editing scene includes one or more editable virtual elements; In response to a first preset operation, controlling the display of a focus screen and an editing control of a target virtual element in the graphical user interface; wherein the target virtual element is an element among the one or more editable virtual elements; the focus screen includes the target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position of the focus screen; the editing control includes at least one of a movement control, a rotation control, and a size adjustment control, the movement control being configured to control the movement of the target virtual element in response to a trigger operation, the rotation control being configured to control the rotation of the target virtual element in response to a trigger operation, and the size adjustment control being configured to control the adjustment of the size of the target virtual element in response to the trigger operation; In response to a trigger operation on the editing control, the target virtual element is edited according to an editing instruction triggered by the trigger operation, and the edited target virtual element is displayed in the focused screen.

2. The method according to claim 1, wherein The method further comprises: According to the position of the target virtual element in the game editing scene, a picture of a first area of ​​the game editing scene containing the target virtual element is collected to form the focused picture.

3. The method according to claim 2, wherein: The step of capturing a picture of a first area of ​​the game editing scene containing the target virtual element according to the position of the target virtual element in the game editing scene to form the focused picture includes: determining the first area according to the position of the target virtual element in the game editing scene and the size of the target virtual element; Acquire texture information of the first area, and render the focused image based on the texture information of the first area.

4. The method according to any one of claims 1 to 3, wherein: The game editing scene is a game interaction interface editing scene, and the virtual elements include virtual interaction controls.

5. The method according to claim 1, wherein The controlling step of displaying a focus screen and an editing control of a target virtual element in the graphical user interface includes: In the case of displaying the basic screen, controlling to add a focus screen and an editing control for displaying a target virtual element in the graphical user interface.

6. The method according to claim 5, wherein: The responding to the triggering operation on the editing control and editing the target virtual element according to the editing instruction triggered by the triggering operation includes: In response to a triggering operation on the editing control, a target virtual element in the basic screen is edited according to an editing instruction triggered by the triggering operation.

7. The method according to claim 5, wherein: The editing control includes a control area, which includes a moving operation area, a rotating operation area, and a size operation area; the editing control includes a moving control, a rotating control, and a size adjustment control, the moving control is located in the moving operation area, the rotating control is located in the rotating operation area, and the size adjustment control is located in the size operation area.

8. The method according to claim 7, wherein: The editing control includes a focus display area configured to display the focus picture.

9. The method according to claim 8, wherein The moving operation area is arranged around the focused display area.

10. The method according to claim 1, wherein The controlling step of displaying a focus screen and an editing control of a target virtual element in the graphical user interface includes: The basic screen displayed in the graphical user interface is switched to be a focused screen of the target virtual element, and the editing control is displayed.

11. The method according to claim 10, wherein: The method further comprises: When the focused picture is displayed, a second area is controlled to be displayed at a preset position in the focused picture, so that the target virtual element in the focused picture is located in the second area.

12. The method according to claim 11, wherein The editing control includes a control area, and the control area and the second area satisfy a preset position relationship.

13. The method according to claim 12, wherein: The second area is located at the center of the focused screen, and the control area is arranged around the second area.

14. The method according to claim 1, wherein The focused image is an image formed by shooting the first area of ​​the game editing scene containing the target virtual element in a projection direction; the projection direction is a direction determined in the reference coordinate axis direction of the game editing scene.

15. The method according to claim 14, wherein The base picture is a picture taken by a first virtual camera set in the game editing scene, and the focused picture is a picture taken by a second virtual camera set in the game editing scene.

16. The method according to claim 15, wherein The first virtual camera is a perspective projection camera; the second virtual camera is an orthographic projection camera.

17. The method according to claim 15, wherein: The method further comprises: In response to the first preset operation, the projection direction is determined in the reference coordinate axis direction according to an angular relationship between a current shooting direction of the first virtual camera and the reference coordinate axis direction.

18. The method according to claim 17, wherein The determining the projection direction in the reference coordinate axis direction according to the angular relationship between the current shooting direction of the first virtual camera and the reference coordinate axis direction includes: The reference coordinate axis direction having the smallest angle with the current shooting direction of the first virtual camera among the reference coordinate axis directions is used as the projection direction.

19. The method according to claim 14, wherein The method further comprises: When the focused picture is displayed, in response to a second preset operation, the projection direction is switched to another reference coordinate axis direction according to the second preset operation, and the focused picture of the target virtual element is displayed based on the switched projection direction.

20. The method according to claim 19, wherein Switching the projection direction to another reference coordinate axis direction according to the second preset operation includes: According to the operation direction of the second preset operation and the projection direction before switching, the projection direction after switching is determined in other reference coordinate axis directions.

21. The method according to claim 14, wherein The editing control includes a moving control; and the responding to a triggering operation on the editing control and editing the target virtual element according to an editing instruction triggered by the triggering operation includes: In response to a triggering operation on the mobile control, a position of the target virtual element in a projection plane perpendicular to the projection direction is adjusted.

22. The method according to claim 14, wherein The editing control includes a rotation control; The responding to the triggering operation on the editing control and editing the target virtual element according to the editing instruction triggered by the triggering operation includes: In response to a triggering operation on the rotation control, the target virtual element is controlled to rotate around the projection direction.

23. The method according to claim 14, wherein The editing control includes a size adjustment control; and the responding to a trigger operation on the editing control and editing the target virtual element according to an editing instruction triggered by the trigger operation includes: In response to a triggering operation on the size adjustment control, the size of the target virtual element in the projection direction is adjusted, or the size of the target virtual element on a projection plane perpendicular to the projection direction is adjusted, or the size of the target virtual element on each reference coordinate axis is adjusted.

24. The method according to any one of claims 14 to 23, wherein: The game editing scene is a game map scene editing scene, and the virtual elements include virtual scene components. The virtual scene components are configured to generate corresponding virtual scene component models during the game running phase.

25. The method according to any one of claims 14 to 23, wherein The game editing scene is a three-dimensional scene, and the reference coordinate axis directions include the positive direction of the X axis, the negative direction of the X axis, the positive direction of the Y axis, the negative direction of the Y axis, the positive direction of the Z axis, and the negative direction of the Z axis of the world coordinate system of the game editing scene.

26. The method according to claim 1, wherein The first preset operation includes a focus display triggering operation; The step of controlling the display of a focus screen and an editing control of a target virtual element in the graphical user interface in response to the first preset operation includes: When the target virtual element is selected, in response to the focus display triggering operation, the focus screen and editing controls of the target virtual element are controlled to be displayed in the graphical user interface.

27. The method according to claim 1, wherein The responding to the triggering operation on the editing control and editing the target virtual element according to the editing instruction triggered by the triggering operation includes: In response to a trigger operation on the editing control, the target virtual element is edited according to a preset step size according to an editing instruction triggered by the trigger operation.

28. A game editing device, comprising: A basic screen display processing module is configured to display a basic screen of a game editing scene in a graphical user interface provided by the running game program; The game editing scene includes one or more editable virtual elements; a focused screen display processing module, configured to, in response to a first preset operation, control display of a focused screen and an editing control of a target virtual element in the graphical user interface; wherein the target virtual element is one of the one or more editable virtual elements; the focused screen includes the target virtual element displayed according to a preset scaling rule, and the target virtual element displayed according to the preset scaling rule is displayed at a preset position in the focused screen; the editing control includes at least one of a movement control, a rotation control, and a size adjustment control, the movement control being configured to control movement of the target virtual element in response to a trigger operation, the rotation control being configured to control rotation of the target virtual element in response to a trigger operation, and the size adjustment control being configured to control adjustment of the size of the target virtual element in response to a trigger operation; The virtual element editing processing module is configured to respond to a trigger operation on the editing control, edit the target virtual element according to an editing instruction triggered by the trigger operation, and display the edited target virtual element in the focused screen.

29. A computer program product comprising a computer program, wherein when the computer program is executed by a processor, the method according to any one of claims 1 to 27 is implemented.

30. An electronic device comprising: processor; a memory for storing executable instructions of the processor; The processor is configured to perform the method according to any one of claims 1 to 27 by executing the executable instructions.

Citation Information

Patent Citations

  • Information processing method in game, electronic equipment and storage medium

    CN112827170A

  • Processing method and device for scenes in game, and electronic equipment

    CN113069759A

  • Interaction control method and device in game and electronic equipment

    CN117101123A

  • Virtual scene editing method and device, equipment and storage medium

    CN117224939A

  • Information Processing Method and Apparatus, Storage Medium, and Electronic Device

    US20190118078A1

Cited By

  • Display device and interface element moving method

    CN121523788A