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

By adjusting the associated game events when copying scene components, the problem of difficulty in achieving precise logic when copying scene components in existing technologies is solved, resulting in more efficient game editing.

WO2025218381A1PCT designated stage Publication Date: 2025-10-23NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2025/080843
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-17
Filing Date
2025-03-05
Publication Date
2025-10-23

AI Technical Summary

Technical Problem

In the prior art, it is difficult to achieve accurate game logic when copying scene components, which requires users to further manually edit them, affecting editing efficiency.

Method used

When copying a scene component, adjust its associated game events so that the copied scene component and the original component implement different game logic based on different game events.

Benefits of technology

It achieves precise and diverse game logic, enriches the gameplay, reduces the workload of users to further manually edit game logic related parameters, and improves editing efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2025080843_23102025_PF_FP_ABST
    Figure CN2025080843_23102025_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: S210, displaying a game editing scenario in a graphical user interface provided by running a game program, wherein the game editing scenario comprises one or more scenario components; and S220, in response to a first copy instruction for a first scenario component, generating a second scenario component in the game editing scenario, and on the basis of a first game event associated with the first scenario component, configuring the second scenario component to be associated with a second game event, wherein the first scenario component is a scenario component among the one or more scenario components, a preset attribute of the second scenario component is the same as that of the first scenario component, and the second game event is a game event determined by adjusting the first game event. The method is conducive to implementing accurate game logic in the case of copying a scenario component.
Need to check novelty before this filing date? Find Prior Art

Description

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

[0001] Cross-reference to Related Applications

[0002] This application claims priority to Chinese Patent Application No. 202410465664.9, filed April 17, 2024, entitled “Game editing method, game editing apparatus, 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 computers and games, and in particular, to a game editing method, a game editing apparatus, a computer program product, and an electronic device. BACKGROUND

[0004] With the development of computer and game technology, some games provide user-defined editing functions. Users can place scene components in a virtual scene, adjust the properties of the scene components, and the like, to edit a game scene with personalization.

[0005] In related technologies, copying of scene components in an editing state is supported. If the original scene component has game logic related parameters, the copied scene component usually has the same parameters, and has the same game event triggering or control effect as the original scene component. This can make it difficult to achieve accurate game logic, and the user needs to further manually edit, which affects editing efficiency. SUMMARY

[0006] The present disclosure provides a game editing method, a game editing apparatus, a computer program product, and an electronic device to at least partially solve the problem of difficulty in achieving accurate game logic when copying scene components in related technologies.

[0007] According to a first aspect of the present disclosure, a game editing method is provided. The method includes: displaying a game editing scene in a graphical user interface provided by a game program; the game editing scene includes one or more scene components; in response to a first copy instruction for a first scene component, generating a second scene component in the game editing scene, and setting the second scene component to be associated with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; a preset attribute of the second scene component is the same as that of the first scene component; and the second game event is a game event determined by adjusting the first game event.

[0008] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: a game editing scene display processing module configured to display a game editing scene in a graphical user interface provided by a running game program; the game editing scene comprising one or more scene components; a copying processing module configured to, in response to a first copying instruction of a first scene component, generate a second scene component in the game editing scene, and set the second scene component to be associated with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; a preset attribute of the second scene component is the same as the first scene component; and the second game event is a game event determined by adjusting the first game event.

[0009] According to a third aspect of the present disclosure, a computer program product is provided, comprising a computer program, which, when executed by a processor, implements the method of the first aspect and possible implementation manners thereof.

[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 method of the first aspect and possible implementation manners thereof by executing the executable instructions.

[0011] The technical solution of the present disclosure has the following beneficial effects:

[0012] When the first scene component is copied to generate the second scene component, instead of copying the information of the first game event associated with the first scene component to the second scene component directly, the adjusted second game event is associated with the second scene component, so that the second scene component and the first scene component can implement different game logics based on different game events, such as making the first scene component and the second scene component control trigger different scene components. Compared with the solution of completely copying the game logic related parameters of the original scene component in the related art, the technical solution of the present disclosure is beneficial to implement accurate, diversified and complex game logics, enrich game playing methods, reduce the workload of the user for further manually editing game logic related parameters, and improve editing efficiency. BRIEF DESCRIPTION OF DRAWINGS

[0013] FIG. 1 shows a system architecture diagram of one of the present exemplary embodiments;

[0014] FIG. 2 shows a flowchart of a game editing method of one of the present exemplary embodiments;

[0015] FIG. 3 shows a schematic diagram of a game editing scene and a scene component adding control of one of the present exemplary embodiments;

[0016] FIG. 4 shows a schematic diagram of a setting interface of a game editing scene according to an example embodiment;

[0017] FIG. 5A shows a schematic diagram of a setting interface of a motion instruction according to an example embodiment;

[0018] FIG. 5B shows a schematic diagram of an event adjustment function switch control according to an example embodiment;

[0019] FIG. 6 shows a flowchart of a response to a second copy instruction and a third copy instruction according to an example embodiment;

[0020] FIG. 7A shows a schematic diagram of editing information of a first scene component according to an example embodiment;

[0021] FIG. 7B shows a schematic diagram of editing information of a third scene component according to an example embodiment;

[0022] FIG. 7C shows a schematic diagram of editing information of a second scene component according to an example embodiment;

[0023] FIG. 7D shows a schematic diagram of editing information of a fourth scene component according to an example embodiment;

[0024] FIG. 7E shows a schematic diagram of editing information of a third scene component according to an example embodiment;

[0025] FIG. 7F shows a schematic diagram of editing information of a fourth scene component according to an example embodiment;

[0026] FIG. 8 shows a comparison diagram of game logic of turning off and on an event adjustment function according to an example embodiment;

[0027] FIG. 9 shows a schematic diagram of a structure of a game editing device according to an example embodiment;

[0028] FIG. 10 shows a schematic diagram of a structure of an electronic device according to an example embodiment. DETAILED DESCRIPTION

[0029] Example embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0030] The accompanying drawings are illustrative of the present disclosure and are not necessarily drawn to scale. Some of the blocks in the diagrams can be functional blocks that can employ software, hardware, firmware, or a combination thereof for operation. The functional blocks can be implemented in software or hardware or a combination thereof. The embodiments can be implemented in a variety of ways and should not be limited to the examples set forth herein. The features, structures, or characteristics of the disclosure described herein can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the present disclosure. One skilled in the relevant art will recognize, however, that the various details herein can be implemented in one or more alternative embodiments, an d that other structures, systems, acts, or functions can be substituted for those set forth herein without deviating from the spirit and scope of the present disclosure.

[0031] In a related game editing function, copying of a scene component is supported. If the original scene component has game logic related parameters, such as game event parameters associated with the original scene component, the copied scene component usually has the same parameters. For example, scene component A can trigger game event B (e.g., an event that can start mechanism component B). If scene component C is generated by copying scene component A, scene component C also has the same game logic parameters as scene component A and can trigger game event B. That is, all scene components copied from scene component A have the same triggering effect. However, a user can want to implement more accurate game logic relationships, such as scene component C triggering game event D. This requires further manual editing of game logic parameters after copying, which affects editing efficiency. In particular, when the game logic chain associated with the original scene component is complex, manual editing is very time-consuming.

[0032] In view of the above problems, an exemplary embodiment of the present disclosure provides a game editing method.

[0033] FIG. 1 shows a system architecture diagram of an operating environment of the present example embodiment. The system architecture can include a terminal device 110 and a server 120. The terminal device 110 can be a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, or the like, which has a display function and is capable of displaying a graphical user interface, which can include an interface of an operating system or an interface of an application program, etc. The terminal device 110 is installed with a game program, which can be a client program of an online game. When the terminal device 110 runs the game program, a game editing scene or the like can be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in the present example embodiment, and can be a single server or a cluster of multiple servers. The server 120 is deployed with a game server program for performing game data processing on the server side. The terminal device 110 and the server 120 can be connected through a wired or wireless communication link to perform data transmission. The method in the present example embodiment can be performed by any one or more of the terminal device 110 and the server 120.

[0034] In an embodiment, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control and interaction method in the game are completed on a cloud game server (which can be the above-mentioned server 120), and the role of a cloud game client (which can be the above-mentioned terminal device 110) is to receive and send data and present game pictures. For example, the cloud game client can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palmtop computer, etc., and the cloud game server performs information processing. When playing a game or editing a game, the user operates the cloud game client to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses game pictures and the like, returns them to the cloud game client through the network, and finally, the cloud game client decodes and outputs the game pictures.

[0035] In an embodiment, the game editing method can be implemented in a single-player game. No server is needed, and the terminal device 110 can be installed with all the game programs and execute the game editing method.

[0036] In an embodiment, referring to FIG. 2, the game editing method can include the following steps:

[0037] Step S210, display a game editing scene in a graphical user interface provided by a game program; the game editing scene includes one or more scene components.

[0038] Step S220, in response to a first copy instruction of a first scene component, generate a second scene component in the game editing scene, and set the second scene component to be associated with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; the second scene component has the same preset attributes as the first scene component; and the second game event is a game event determined by adjusting the first game event.

[0039] Based on the method of FIG. 2, when the second scene component is generated by copying the first scene component, the information of the first game event associated with the first scene component is not copied to the second scene component as it is, but the adjusted second game event is associated with the second scene component, so that the first scene component and the second scene component can implement different game logics based on different game events, such as making the first scene component and the second scene component play a control trigger role for different scene components. Compared with the solution of completely copying the game logic related parameters of the original scene component in the related art, the technical solution of the present disclosure is beneficial to implement accurate, diversified and complex game logics, enrich game play, and reduce the workload of the user for further manually editing game logic related parameters, thereby improving the editing efficiency.

[0040] The following specifically describes each step in FIG. 2.

[0041] Referring to FIG. 2, in step S210, a game editing scene is displayed in a graphical user interface provided by a game program; the game editing scene includes one or more scene components.

[0042] The present exemplary embodiment provides a game editing function for players. The game program in step S210 can be a game main program, and in the case of running the game main program, the user can select a specific option to enter an editor or an editing interface to use the editing function. Alternatively, the game program in step S210 can be an editing program matched with the game main program, which can be independently run outside the game main program, and in the case of running the editing program, the user can use the editing function.

[0043] The user can edit the game scene using the editing function. The user can choose to create a new game scene and edit it, or choose to edit an existing game scene. The game scene includes but is not limited to: a game map scene, a game level scene, and a game character's exclusive space (e.g. a town or a home built by the user). The game editing scene is a game scene displayed in an editing state. The game editing scene includes one or more scene components, which can be provided by the game program (e.g. the game program can provide multiple preset game scenes with different styles, and the user can choose a preset game scene to edit, which initially includes the scene components), or can be generated by the user. A scene component is a person or object (or a part of a person or object) in the game scene. For example, a scene component can be a building, a mechanism, a vehicle, or furniture in the game scene. A scene component can be an object generated, used, or edited in the game editing stage, and is configured to generate a corresponding virtual model in the game running scene (i.e. the stage of using the game scene to actually play the game). In the game, the scene component and the corresponding virtual model usually have the same appearance and use the same model resource, so they can be considered as the same object, and will not be distinguished in this document. In the program, the scene component and the virtual model can be stored as different types of program objects. The virtual model is configured with one of the following performance effects: a visual performance effect, and a non-visual performance effect. That is, in the game running stage, the virtual model corresponding to the scene component can be a visible object with a specific appearance, or can be an invisible object (e.g. a "birth point", which is a scene component with a size and shape, but is invisible in the game). In this exemplary embodiment, multiple scene components can be combined into a scene component combination. For example, a square component can be combined onto the circular surface of a cylindrical component to form a scroll wheel type mechanism component. In this way, complex and diverse person or object components can be formed in the game. For ease of distinction, a single scene component can be referred to as a basic scene component, which cannot be disassembled and can be considered as the smallest unit in the game editing scene. Unless otherwise specified, the scene component referred to in this document can refer to a basic scene component or a scene component combination.

[0044] In the game editing scene, the user can edit the environment of the game scene, such as background, weather, lighting, etc., and can also edit the scene components, such as adding or deleting a certain scene component, setting the properties of the scene component, etc. In the case of displaying the game editing scene, a plurality of scene component controls can be provided for responding to and generating corresponding scene components in the game editing scene according to the user's triggering operation. The scene component control is a control for generating a preset scene component in the game program. The scene component control can be divided into different component categories. FIG. 3 shows a schematic diagram of a game editing scene and scene component controls. Referring to FIG. 3, the scene component controls can be provided in the form of a list (including one or more levels of lists, and FIG. 3 shows a two-level list), and the list shows one or more levels of component categories. For example, "structure", "item", "environment", "mechanism", "organism", "combination", etc. are one-level component categories, and each one-level component category includes one or more two-level component categories, such as the two-level component categories "furniture", "interior decoration", "lighting", etc. under the one-level component category "item". Each two-level component category includes one or more scene component controls, such as the scene component controls "original wooden tea table", "round low table", "wooden small table", "European table", etc. under the two-level component category "furniture". The user can perform a first triggering operation, such as a click operation, a drag operation, etc., on the scene component control to generate a corresponding scene component in the game editing scene. For example, in FIG. 3, the user drags the "round low table" scene component control to a certain position in the game editing scene to trigger the generation of a round low table scene component at that position. The form, appearance, etc. of the scene component control are not limited by the present disclosure, and the scene component control can display the name of the scene component or the icon of the scene component.

[0045] In an embodiment, the scene component control is configured with a corresponding scene component template, and the scene component template includes pre-edited scene component parameters. The scene component parameters can include one or more of shape, color, texture, transparency, material, size, direction, and can also include other types of parameters. When the user edits the scene component in the game editing scene, the user needs to set the scene component parameters of the scene component. If the scene component is generated in the game editing scene through the scene component control, the scene component parameters in the scene component template corresponding to the scene component control can be called to quickly generate the scene component according to these parameters. It can be understood that the scene component control is a pre-edited templated scene component, the scene component parameters are configured in the form of a template, and are provided to the user in the form of a scene component control. When the user uses the scene component control, it is equivalent to using the scene component template. Thus, the editing efficiency is improved. Of course, after the scene component is generated, changes can be made to its scene component parameters, such as changing its size through a scaling operation, changing its direction through a rotation operation, changing its color, transparency, etc. through a color setting operation.

[0046] The game program can come with scene component controls, e.g., the game developer pre-edits scene component templates and configures them as scene component controls for players to use. In addition, players can also be allowed to configure scene component controls. For example, players can model scene components in a game editing scene or other editing interface and save scene component parameters to form scene component templates and configure them as scene component controls.

[0047] In an implementation, users can be allowed to edit and update scene component controls, e.g., the scene component template corresponding to a scene component control can be modified, scene component parameters therein can be modified, and after saving, the scene component template corresponding to the scene component control is updated. Subsequently, when generating a scene component in a game editing scene through a scene component control, the scene component parameters in the updated scene component template can be called to generate the scene component.

[0048] In an implementation, for a scene component combination, a corresponding scene component control can also be configured. For example, a user can combine a square component onto the circular face of a cylindrical component to form a scroll form trap component, and a new scene component control can be configured based on the scene component parameters of the trap component. Subsequently, the user can generate the trap component in a game editing scene through the scene component control. In this way, one-key generation of a scene component combination is achieved, which is very convenient.

[0049] In an implementation, a virtual camera can be provided in a game editing scene. The virtual camera is a shooting tool simulating a real camera in a game program and can be used to shoot to form a picture in a game editing scene. The virtual camera can be set at any position in the game editing scene to shoot the scene at any angle, i.e., can have an arbitrary pose, which can be fixed or dynamically changed. In addition, any number of virtual cameras can be provided in the game editing scene, and different virtual cameras can shoot different game scene pictures. For example, two virtual cameras are provided in the game editing scene, one of which is used to shoot a main picture in the game editing scene, and the other is used to shoot an auxiliary picture in the game editing scene. When the main picture displays the front of a scene component, the auxiliary picture can display the side or back of the scene component, etc., to help the user see more comprehensive information.

[0050] The game editing scene can present two different perspectives, namely an observation perspective and a game perspective, and the user can set which perspective to use in the game editing scene. For example, FIG. 4 shows a setting interface of the game editing scene, in which an option control of the perspective is provided, and the user can select 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 a game character in the game editing scene, but directly control a 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 certain game character in the game editing scene, and the game character can be bound to the virtual camera, i.e., the position relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focal point of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, an invisible game character can also be set in the game editing scene, which is equivalent to hiding the game character in the game perspective, and when the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or the game perspective, virtual joysticks, controls for moving up or down, etc. can be set in the game editing scene, and the user can move the virtual camera or move the game character by operating these controls.

[0051] In addition, other setting controls can also 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 moving speed of the virtual camera or the moving speed of the virtual object controlled by the player in the game running scene, etc. The present disclosure is not particularly limited.

[0052] With reference back to FIG. 2, in step S220, in response to a first copy instruction of a first scene component, a second scene component is generated in the game editing scene, and the second scene component is associated with a second game event based on the first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; the preset attribute of the second scene component is the same as that of the first scene component; and the second game event is a game event determined by adjusting the first game event.

[0053] The first scene component can be any scene component associated with a game event in the game editing scene. The first copy instruction is an instruction for copying the first scene component, which can be generated according to a first copy operation performed by the user on the first scene component. For example, the user can perform a copy operation (such as clicking a copy control) while selecting the first scene component, or select the first scene component while enabling the scene component copy function in the game editing scene, thereby triggering the generation of the first copy instruction.

[0054] In the present exemplary embodiment, a scene component can be associated with a game event. In which, one scene component can be associated with one game event, or one scene component can be associated with multiple game events, or multiple scene components can be associated with the same game event, which is not limited by the present disclosure. The association of a scene component with a game event includes but is not limited to the following cases:

[0055] ① The scene component has a logical function, the logical function can trigger a game event based on a specific condition, and the scene component is associated with the game event. For example, the scene component is a trap, which has a logical function of being activated (such as the trap being activated when the game character touches the trap, or the trap being activated when the game character touches the trap and makes a specific action), and triggering game event A when activated. The trap has an association with game event A. It should be understood that some scene components can have fixed types of logical functions, which are related to the category or characteristics of the scene component itself, such as traps having a logical function of triggering a game event when activated, and gears having a logical function of triggering a game event when rotated. Different types of logical functions can also be set for scene components, such as for a block scene component, a logical function of triggering a game event when touched can be set, or a logical function of triggering a game event when moved can be set.

[0056] ② The scene component has a preset game instruction, the preset game instruction can be triggered by a game event, and the scene component is associated with the game event. For example, the scene component is a door, and the preset game instruction of the door is to open the door. Game event A can be set to trigger the opening of the door, indicating that when game event A occurs, the door executes the opening instruction. The door has an association with game event A. It should be understood that some scene components can have fixed types of preset game instructions, which are related to the category or characteristics of the scene component itself, such as doors having preset game instructions of opening or closing (such as instructions of rotating a certain angle around a specific axis, or moving instructions), and lights having preset game instructions of turning on or off (such as instructions of changing color, brightness, lighting effect, etc.). Different types of preset game instructions can also be set for scene components, such as for a block scene component, a movement instruction or a performance effect change instruction can be set, which moves along a predetermined trajectory or changes the performance effect (such as changes in appearance of color, material, etc., or changes in sound effects, etc.) when a specific game event occurs.

[0057] The first game event is any one or more game events associated with the first scene component. In an embodiment, the first scene component can be associated with the first game event in at least one of the following ways:

[0058] The game event triggered by the logical function of the first scene component is the first game event;

[0059] The game event triggering the first scene component to execute the preset game instruction is a first game event.

[0060] The first scene component can have a logic function, which can be an inherent logic function suitable for the component category of the first scene component, or can be an arbitrary type of logic function manually added by the user. The user can set a game event triggered by the logic function in the logic function of the first scene component, or the game program can automatically set a game event, take the set game event as the first game event, and realize the association of the first scene component and the first game event. Alternatively, the first scene component can have a preset game instruction, which can be an inherent preset game instruction suitable for the component category of the first scene component, or can be an arbitrary type of preset game instruction manually added by the user. The user can set a game event for triggering the execution of the instruction in the preset game instruction of the first scene component, or the game program can automatically set a game event, take the set game event as the first game event, and realize the association of the first scene component and the first game event.

[0061] In an embodiment, in response to adding an instruction to the game instruction of the first scene component, a game instruction item that can be added is provided, such as a game instruction adding item that can be displayed in the editing interface of the first scene component. In response to an adding or editing instruction for a specific instruction item in the game instruction item, a setting interface of the corresponding preset game instruction is displayed, and the user can set related parameters of the preset game instruction in the setting interface, including game event related parameters, such as which game event can trigger the preset game instruction. For example, referring to FIG. 5A, the preset game instruction can be a motion instruction, which can be set by adding a motion controller to the scene component 504. After adding the motion controller, the motion instruction setting interface shown in FIG. 5A can be entered through the motion controller, and the user can set the motion mode, the linear velocity of the motion, the event for starting or stopping the motion, and the like. The event for starting or stopping the motion is the game event associated with the scene component 504. For example, in the game, in response to the occurrence of the game event “open event 01”, the scene component 504 can be triggered to move according to the parameters set in the motion controller, and in response to the occurrence of the game event “close event 01”, the scene component 504 can be triggered to stop moving. Thus, by setting the preset game instruction, the association of the scene component and the game event can be realized.

[0062] It should be understood that the association of the first scene component with the first game event is set based on a previous editing operation or automatically set by the game program when the first scene component is generated. In order to set the game event information of the second scene component, the first game event needs to be obtained when the second scene component is generated. In an embodiment, the first game event can be obtained from the event information set of the first scene component before the second scene component is associated with the second game event based on the first game event associated with the first scene component. The event information set of the first scene component is used to save the game event information associated with the first scene component, and can include but is not limited to the following information: identification of the game event, such as event name and event ID; trigger condition of the game event; trigger result of the game event, such as which specific preset game instruction the first scene component executes when the game event occurs; association type of the first scene component and the game event, such as the first scene component being the initiator of the game event, indicating that the first scene component will initiate the game event when the trigger condition is met, or the first scene component being the receiver of the game event, indicating that the first scene component is the action object of the game event and can be triggered by the game event to execute the preset game instruction. The event information set can be part of the attribute information, for example, the game event information associated with the first scene component can be recorded in the attribute set (such as an attribute list) as part of its attributes. The event information set can be a subset of the attribute set, including the content of one or more fields (or dimensions) in the attribute set. By reading the data in the event information set of the first scene component, the first game event can be obtained very conveniently.

[0063] In an embodiment, when the first scene component is associated with a game event, the game event is taken as the first game event, and the processing of step S220 is performed. In an embodiment, if the first scene component is not associated with a game event, the second scene component can be generated in the game editing scene without copying the information related to the game event and without setting the game event for the second scene component.

[0064] The second scene component is a copy of the first scene component and has the same preset attributes as the first scene component. The preset attributes can include but are not limited to one or more of the following attributes: shape, size, color, transparency, texture, material, physical properties (such as the center of gravity position of the scene component, collision type, whether it can be lifted, etc.), and the like. It can be understood that when the second scene component is generated, the preset attributes of the first scene component are copied to the second scene component. For information or parameters other than the preset attributes, they can be determined according to the user's editing operation, such as the user specifying the copy position when copying the first scene component, which is the position of the second scene component, or automatically determined by the game program, such as using the parameters in the scene component template.

[0065] In the present example embodiment, when the second game event is associated with the second scene component, the second game event is determined by adjusting the first game event, which can be a newly generated game event by adjusting the first game event, or an existing game event (e.g. the first game event is adjusted to be identical to an existing game event, and the existing game event is the second game event). It should be understood that the second game event is not identical to the first game event, and there is at least one difference in information, including but not limited to: different event identification (e.g. event ID, event name, etc.), different trigger condition, different action object, different effect degree, etc.

[0066] The following is an example of how to adjust the first game event to determine the second game event.

[0067] In an embodiment, the identification of the first game event can be adjusted according to a preset rule to obtain the identification of the second game event.

[0068] The preset rule can include an identification adjustment rule. For example, the above step of adjusting the identification of the first game event according to the preset rule to obtain the identification of the second game event can include:

[0069] If the tail of the identification of the first game event is a sequence identification, the tail of the identification of the first game event is adjusted by sequence to obtain the identification of the second game event.

[0070] If the tail of the identification of the first game event is not a sequence identification, a preset sequence identification is added to the tail of the identification of the first game event to obtain the identification of the second game event.

[0071] The sequence identification refers to a character type that has a sequence feature itself, such as the digits 0, 1, 2, 3, etc., and the letters a, b, c, d, etc. have a certain order and are sequence identifications. If the tail of the identification of the first game event (the tail can be the last digit or multiple digits) is a sequence identification, it can be adjusted according to the sequence order, such as the order of digits or letters, and each time it is moved one order. For example, the identification of the first game event is "xx event 01", and after adjusting by sequence, it becomes "xx event 02", "xx event 03", etc. Of course, in addition to the sequence increasing adjustment method, the sequence adjustment can also use a decreasing or other adjustment method.

[0072] If the tail of the first game event identifier is not a serial identifier, such as a number, a letter, or other characters, the serial adjustment method is not suitable. A preset serial identifier, such as a preset number (e.g., 1) or letter (e.g., a), can be added to the tail of the first game event identifier to obtain the second game event identifier.

[0073] The above describes two adjustment methods for adjusting the first game event identifier to obtain the second game event identifier. The processing procedure is relatively simple, and the second game event identifier has a high similarity with the first game event identifier (e.g., the part before the tail is the same). Thus, the relationship between the two is easy to identify through the identifier, and the user can easily perceive and understand the adjustment process of the game event information.

[0074] In an embodiment, the first scene component can be replicated multiple times according to the first copy instruction, and multiple second scene components can be generated in the game editing scene. For example, the first copy instruction includes a user instruction for multiple first copy operations, or the first copy instruction can be a batch copy instruction (e.g., the user inputs a copy number and then performs a copy operation). In this way, multiple second scene components can be generated. In the case where multiple second scene components are generated in the game editing scene according to the first copy instruction for the first scene component, the above step of adjusting the tail of the first game event identifier to obtain the second game event identifier can include:

[0075] The tail of the first game event identifier is adjusted multiple times to obtain multiple different identifiers as the identifiers of the second game events associated with the multiple second scene components, respectively.

[0076] For example, the first game event identifier is “xx event 01”. If three second scene components are generated according to the first copy instruction, different second game events can be associated with different second scene components, and the identifiers of the three second game events are “xx event 02”, “xx event 03”, and “xx event 04”, respectively. In this way, it can be ensured that the multiple second scene components generated are associated with different second game events, thereby achieving a more accurate game logic relationship.

[0077] In an embodiment, the first game event comprises at least one first game sub-event. For example, the first scene component has a logic function, and one or more first game sub-events are associated with the logic function. The first scene component also has preset game instructions, and one or more first game sub-events are associated with the preset game instructions. Correspondingly, the second game event comprises at least one second game sub-event. Each second game sub-event can correspond to a first game sub-event. For example, the second scene component also has a logic function and preset game instructions, and one or more second game sub-events are associated with the logic function and the preset game instructions. The step of adjusting the identification of the first game event according to the preset rule to obtain the identification of the second game event can comprise:

[0078] Adjusting the identification of each first game sub-event according to the preset rule to obtain the identification of the corresponding second game sub-event.

[0079] For example, the identification of each first game sub-event can be adjusted by using the above-mentioned sequence adjustment or adding a preset sequence identification. By adjusting the identification of each first game sub-event, the identification of each second game sub-event can be ensured to be different from the identification of the corresponding first game sub-event, which is conducive to fully realizing accurate game logic.

[0080] In an embodiment, the identification of the first game event can be randomly adjusted to obtain the identification of the second game event.

[0081] In addition to adjusting the identification of the first game event, other information of the first game event can also be adjusted to determine the second game event. For example, the trigger condition of the first game event can be adjusted. For example, the trigger condition of the first game event is that a first type of game character (e.g., a male character) touches the first scene component. The first type of game character can be adjusted to a second type of game character (e.g., a female character), and the trigger condition of the second game event is determined to be that the second type of game character touches the second scene component. The action object of the first game event can also be adjusted. For example, the first game event is to apply a specific effect to scene component X. Scene component X can be adjusted to scene component Y (scene component Y can be randomly determined from other scene components, or can be determined according to certain rules, such as scene component Y having the same category as scene component X), and the second game event is determined to be to apply the specific effect to scene component Y.

[0082] In an embodiment, after the second game event is determined by adjusting the first game event, it can be detected whether the second game event is the same as the existing game event. If so, the second game event can be adjusted again (which can be re-adjusted on the basis of the original first game event, or further adjusted on the basis of the current second game event) to generate a second game event different from the existing game event. For example, in the above-mentioned adjustment identification scheme, after the identification of the second game event is obtained, it can be detected whether the identification is the same as the identification of the existing game event. If so, it can be further adjusted, such as adding one to the identification of the first game event, and if it is the same as the identification of the existing game event, adding one again, until the adjusted identification is different from the identification of the existing game event, thereby determining the final identification of the second game event. In this way, a new second game event can be generated to avoid repetition with the existing game event, resulting in confusion of game logic.

[0083] In the case of determining the second game event, the second scene component can be set to be associated with the second game event. Specifically, the game event triggered by the logical function of the second scene component can be set as the second game event, or the game event triggering the second scene component to execute the preset game instruction can be set as the second game event.

[0084] In an embodiment, the step of setting the second scene component to be associated with the second game event based on the first game event associated with the first scene component can include:

[0085] adding the second game event to the event information set of the second scene component.

[0086] The event information set of the second scene component is used to save the game event information associated with the second scene component. In an embodiment, the event information set of the second scene component can be obtained by copying the event information set of the first scene component. In this way, when the second game event is added to the event information set of the second scene component, the second game event can replace the first game event in the event information set of the second scene component. More specifically, when replacing the first game event, only the adjusted part of the information can be replaced. For example, the second game event only adjusts the event identification compared with the first game event, and the rest of the information is not adjusted. After copying the event information set of the first scene component to obtain the event information set of the second scene component, the trigger condition, the association relationship type between the scene component and the game event, etc. in the event information set do not need to be replaced, but only the event identification is replaced, which is originally the identification of the first game event, and is replaced by the identification of the second game event, thereby finally obtaining the event information set of the second scene component. Thus, the game event information can be automatically adjusted when copying the scene component.

[0087] As can be seen from the above, in the example embodiment, when the first scene component is copied, instead of copying the information of the first game event associated with the first scene component directly, the information of the first game event is adjusted, so that the second scene component after copying and the first scene component can implement different game logics based on different game events, such as making the first scene component and the second scene component play a control triggering role on different scene components, thereby realizing an accurate one-to-one game logic relationship and control effect. In the related art, the game logic related parameters of the original scene component are completely copied, so that the original scene component and the copied scene component have the same game logic, such as the original scene component and the copied scene component playing a control triggering role on the same scene component. In comparison, the example embodiment is conducive to realizing accurate, diversified and complex game logics, enriching the game play, and reducing the workload of the user for further manually editing the game logic related parameters, thereby improving the editing efficiency.

[0088] In an embodiment, the first copy instruction is a copy instruction in the case of starting the event adjustment function. The event adjustment function refers to adjusting the game event associated with the scene component when copying the scene component, instead of copying the game event directly. Therefore, in the case of starting the event adjustment function, the copy instruction for the first scene component is the first copy instruction, which can trigger the execution of the copying scheme in step S220, realize the copying effect of automatically adjusting the game event, and make the game event associated with the second scene component different from that associated with the first scene component.

[0089] In an embodiment, the game editing method can further include: in response to a third copy instruction for the first scene component, generating the second scene component in the game editing scene, and setting the second scene component to be associated with the first game event based on the first game event associated with the first scene component. The third copy instruction is a copy instruction in the case of stopping the event adjustment function. That is, in the case of stopping the event adjustment function, the copy instruction for the first scene component is the third copy instruction, and when the first scene component is copied, the first game event associated with the first scene component is not adjusted, but the information of the first game event is copied to the second scene component, so that the second scene component is associated with the first game event, and the game event associated with the second scene component is the same as that associated with the first scene component.

[0090] By starting or stopping the event adjustment function, the user can freely choose whether to automatically adjust the game event information when copying the scene component to meet different needs, thereby improving the freedom and flexibility of the user in game editing.

[0091] In an implementation, the game editing method can further include: in response to starting the scene component copy function in the game editing scene, providing a function switch control of the event adjustment function; and in response to a triggering operation on the function switch control of the event adjustment function, starting or stopping the event adjustment function. Referring to FIG. 5B, in the game editing scene, the user can select to start or stop the scene component copy function through the copy switch control 501. When the copy switch control 501 is clicked to be in the active state, it indicates that the scene component copy function is started, and at this time, the user can copy by selecting or dragging the scene component, such as dragging the scene component 503 to a certain position, which triggers the generation of the copied scene component at the position. In the case of starting the scene component copy function, the function switch control 502 of the event adjustment function can be provided, and the user can trigger the function switch control 502 (such as clicking) to switch between the active state and the inactive state, which respectively indicates that the event adjustment function is started or stopped. Thus, an operation mode of conveniently starting or stopping the event adjustment function is provided.

[0092] In an implementation, when the event adjustment function is started, confirmation information can be presented, such as text information, audio information or other types of information with content such as "after starting the event adjustment function, the event name carried on the copied component will be automatically adjusted, do you want to continue to start", and if the user performs a confirmation operation, the event adjustment function is finally started. In this way, the situation of mistakenly starting the event adjustment function by the user can be reduced.

[0093] It should be understood that the event adjustment function can also be started or stopped in other ways. For example, in the setting interface of the game editing scene, a corresponding option can be provided to enable the user to select to start or stop the event adjustment function. Alternatively, when the user performs a copy operation, a selection information such as text information, audio information or other types of information with content such as "whether to automatically adjust the event name carried on the component when copying the component" is presented through a pop-up window, and if the user selects "yes", the event adjustment function is started, and if the user selects "no", the event adjustment function is stopped.

[0094] In an implementation, in response to the first copy instruction of the first scene component, an event adjustment setting control can be provided, and in response to an event selection operation performed through the event adjustment setting control, a first game event can be determined in the game events associated with the first scene component, and the second scene component can be set to be associated with a second game event based on the first game event. In addition, the game events associated with the first scene component, except for the first game event, can be set as non-adjusted game events, and the second scene component can be set to be associated with the non-adjusted game events. The event adjustment setting control is used to enable the user to select which game events associated with the first scene component are to be adjusted, and can be provided in the form of a pop-up window or the like, such as a list of all game events associated with the first scene component. According to the event selection operation of the user, the game events to be adjusted are determined as the first game event, and the other game events are determined as the non-adjusted game events. For the first game event, the second game event is determined after adjustment and is associated with the second scene component generated by copying. For the non-adjusted game events, no adjustment is needed, and they are associated with the second scene component. That is, when copying the first scene component, the user can select which game events are to be adjusted, and the game events not selected are directly copied to the second scene component. In this way, higher editing freedom and flexibility can be achieved, and it is beneficial to edit more diverse and complex game logic.

[0095] In an implementation, in the process of generating the second scene component by copying the first scene component, in order to ensure the uniqueness of the component identifier (such as component ID, component name, etc.), the identifier of the first scene component can be adjusted to obtain the identifier of the second scene component, so that the identifier of the first scene component is different from the identifier of the second scene component. For example, if the tail of the identifier of the first scene component is a sequence identifier, the tail of the identifier of the first scene component can be adjusted in sequence, such as adding one to the number in the tail or adjusting the letter in the tail to the next letter according to the alphabetical order, to obtain the identifier of the second scene component. If the tail of the identifier of the first scene component is a non-sequence identifier, a preset sequence identifier (such as a preset number 1 or a preset letter a) can be added to the tail of the identifier of the first scene component to obtain the identifier of the second scene component.

[0096] In an implementation, the game editing method can further include: in a case where the second scene component is set to be associated with the second game event based on the first game event associated with the first scene component, presenting event adjustment prompt information. The event adjustment prompt information is used to prompt the user that the scene component has been successfully copied and the game event information has been adjusted, such as text information, audio information or other types of information similar to “event name has been successfully adjusted”. This enables the user to perceive the copying effect of automatically adjusting the game event information.

[0097] In an implementation, the first scene component is configured to initiate the first game event in response to a first trigger condition. The second scene component is configured to initiate the second game event in response to a second trigger condition. That is, the first scene component is an event initiator of the first game event, and after the second scene component is copied, the second scene component can keep the association with the second game event, and the second scene component is also an event initiator of the second game event. In addition, the first trigger condition and the second trigger condition can be the same, such as both being conditions related to time (e.g., triggering the corresponding game event when a specific time in the game is reached), or different, such as the first trigger condition being related to the first scene component (e.g., the first trigger condition being that a game character touches the first scene component), and the second trigger condition being related to the second scene component (e.g., the second trigger condition being that the game character touches the second scene component).

[0098] In an implementation, referring to FIG. 6, the game editing method can further include the following step S610:

[0099] In step S610, in response to a second copy instruction for a third scene component, a fourth scene component is generated in the game editing scene, and the fourth scene component is associated with a second game event based on a first game event associated with the third scene component; wherein the third scene component is a scene component in the one or more scene components; the fourth scene component has the same preset attribute as the third scene component; the third scene component is configured to execute a first game instruction in response to the first game event; and the fourth scene component is configured to execute a second game instruction in response to the second game event.

[0100] The third scene component can be an event receiver of the first game event. A game logic chain is implemented between the first scene component and the third scene component based on the first game event, specifically: the first scene component initiates the first game event in response to the first trigger condition, and the third scene component executes the first game instruction in response to the first game event. That is, the first scene component can drive the third scene component to execute the first game instruction through the first game event. For example, FIG. 7A shows the editing information of the scene component 503. When the scene component 503 is selected, the right side of the graphical user interface can display an editing information interface, which shows the basic, physical, performance, and other attribute information, including the associated game event related information. FIG. 7B shows the editing information of the scene component 504. Referring to FIGS. 7A and 7B, the first scene component is the scene component 503, and the third scene component is the scene component 504, both of which are associated with the first game event (i.e., “open event 01” and “close event 01”, which can be regarded as two first game sub-events). When the scene component 503 is switched to open, the “open event 01” is triggered, and the scene component 504 responds to the “open event 01” and moves according to the motion parameters shown in FIG. 7B, that is, moves at a speed of 4 along the Y axis at a constant speed. When the scene component 503 is switched to close, the “close event 01” is triggered, and the scene component 504 stops moving in response to the “close event 01”. Thus, the game logic of controlling the third scene component by the first scene component is realized.

[0101] The second copy instruction is a copy instruction for the third scene component, more specifically, a copy instruction for the third scene component in the case of starting the event adjustment function. The copy body of the third scene component, i.e., the fourth scene component, is copied through the second copy instruction. Similar to step S220, in the process of copying to generate the fourth scene component, the game event information associated with the third scene component is not completely copied, but is adjusted so that the fourth scene component is associated with the second game event. Moreover, the fourth scene component and the second game event can follow the association relationship between the third scene component and the first game event, that is, the fourth scene component is an event receiver of the second game event. In addition, the first game instruction and the second game instruction can be the same, such as both being motion instructions with the same motion parameters. The first game instruction and the second game instruction can also be different, such as both being game instructions of the same type but with different instruction related parameters, or being game instructions of different types.

[0102] The disclosure does not limit the sequence of step S210 and step S610. Through the two steps, the game logic chain between the second scene component and the fourth scene component can be realized, specifically: the second scene component initiates the second game event in response to the second trigger condition, and the fourth scene component executes the second game instruction in response to the second game event. That is, the second scene component can drive the fourth scene component to execute the second game instruction through the second game event. For example, referring to FIGS. 7C and 7D, the second scene component is scene component 505, and the fourth scene component is scene component 506, both of which are associated with the second game event (i.e., “open event 02” and “close event 02”, which are obtained by sequentially adjusting the identification of the first game event, and can be regarded as two second game sub-events). When scene component 505 switches to open, “open event 02” is triggered, and scene component 506 responds to “open event 02” and moves according to the movement parameters shown in FIG. 7D, which are the same as the movement parameters of scene component 504 shown in FIG. 7B. When scene component 505 switches to close, “close event 02” is triggered, and scene component 506 responds to “close event 02” and stops moving. Thus, the game logic of controlling the fourth scene component through the second scene component is realized. Moreover, the game logic chain between the second scene component and the fourth scene component is independent of the game logic chain between the first scene component and the third scene component, thereby realizing more accurate game logic and supporting more diverse and complex game control relationships.

[0103] The preset game instructions shown in FIG. 7B and FIG. 7D are motion instructions, i.e., the third scene component and the fourth scene component execute the motion instructions in response to the second game event. In addition, other types of motion instructions can also be set. As shown in FIG. 7E, the performance effect change instruction (i.e., “performer 1”) can be set for the scene component 504 (i.e., the third scene component), which is associated with the first game event (i.e., “open event 01” and “close event 01”). In response to the “open event 01”, the scene component 504 can be triggered to change from the original performance effect to the “lollipop” skin effect. In response to the “close event 01”, the scene component 504 can be triggered to restore the original performance effect. As shown in FIG. 7F, the scene component 506 (i.e., the fourth scene component) is generated by copying the scene component 504, which is also provided with the performance effect change instruction and is associated with the second game event (i.e., “open event 02” and “close event 02”). In response to the “open event 02”, the scene component 506 can be triggered to change from the original performance effect to the “lollipop” skin effect. In response to the “close event 02”, the scene component 506 can be triggered to restore the original performance effect. In combination with FIG. 7A and FIG. 7C, the scene component 503 (i.e., the first scene component) can trigger the “open event 01” and the “close event 01”, and thus can be used to control the scene component 504 to execute the performance effect change instruction. The scene component 505 (i.e., the second scene component) can trigger the “open event 02” and the “close event 02”, and thus can be used to control the scene component 506 to execute the performance effect change instruction.

[0104] In an implementation, the first copy instruction and the second copy instruction can be triggered by at least one of the following manners:

[0105] It is determined that the first scene component is in the selected state, and the first copy instruction is triggered in response to the copy operation. It is determined that the third scene component is in the selected state, and the second copy instruction is triggered in response to the copy operation.

[0106] It is determined that the first scene component and the third scene component are in the selected state at the same time, and the first copy instruction and the second copy instruction are triggered in response to the copy operation.

[0107] That is, the first copy instruction and the second copy instruction can be triggered by two copy operations respectively. Alternatively, the first copy instruction and the second copy instruction can be triggered simultaneously by one operation, for example, when the user selects the first scene component and the third scene component simultaneously and triggers the copy control, or when the user selects the first scene component and the third scene component simultaneously in the case of starting the scene component copy function. In this way, the second scene component and the fourth scene component can be copied in one copy operation, and the game event information associated with the second scene component and the fourth scene component can be set. Specifically, the second scene component is set to be associated with the second game event, and the fourth scene component is set to be associated with the second game event. In this way, the game logic chain formed between the second scene component and the fourth scene component based on the second game event can be realized by one copy operation. The game logic relationship between the copied scene components is very clear, and the editing efficiency is improved.

[0108] In the above embodiments, the first scene component is taken as an event initiator, and the third scene component is taken as an event receiver. It should be understood that the first scene component can also be an event receiver, and the second scene component generated by copying is also an event receiver. The third scene component can also be an event initiator, and the fourth scene component generated by copying is also an event initiator.

[0109] FIG. 8 schematically shows the game logic between different scene components in the case of closing and opening the event adjustment function. In the case of closing the event adjustment function, the switch 1 and the copied switch 2 and switch 3 are all associated with the “open event 01”, and the door 1 and the copied door 2 and door 3 are also all associated with the “open event 01”. The effect is that when any one of the switch 1, the switch 2 and the switch 3 is opened, the “open event 01” is triggered to open the door 1, the door 2 and the door 3. In the case of opening the event adjustment function, the switch 1 is associated with the “open event 01”, the copied switch 2 is associated with the “open event 02”, the switch 3 is associated with the “open event 03”, the door 1 is associated with the “open event 01”, the copied door 2 is associated with the “open event 02”, and the door 3 is associated with the “open event 03”. The effect is that when the switch 1 is opened, the door 1 is triggered to open by initiating the “open event 01”, and the door 2 and the door 3 will not be opened. Similarly, when the switch 2 is opened, the door 2 is triggered to open by initiating the “open event 02”, and the door 1 and the door 3 will not be opened; when the switch 3 is opened, the door 3 is triggered to open by initiating the “open event 03”, and the door 1 and the door 2 will not be opened. As can be seen, in the case of opening the event adjustment function, the game logic relationship between the copied scene component and the original scene component can be decoupled, so that the game logic chain and the control effect are more accurate.

[0110] The exemplary embodiments of the present disclosure also provide a game editing device. Referring to FIG. 9, the game editing device 900 includes the following modules:

[0111] The game editing scene display processing module 910 is configured to display a game editing scene in a graphical user interface provided by a running game program; the game editing scene includes one or more scene components;

[0112] The copy processing module 920 is configured to, in response to a first copy instruction of a first scene component, generate a second scene component in the game editing scene, and set the second scene component to be associated with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; the second scene component has the same preset attribute as the first scene component; and the second game event is a game event determined by adjusting the first game event.

[0113] In an embodiment, the first scene component is set to be associated with the first game event by at least one of the following manners: setting the first game event as a game event triggered by a logical function of the first scene component; and setting the first game event as a game event triggering the first scene component to execute a preset game instruction.

[0114] In an embodiment, the first scene component is configured to initiate the first game event in response to a first trigger condition; and the second scene component is configured to initiate the second game event in response to a second trigger condition.

[0115] In an embodiment, the copy processing module 920 is further configured to, in response to a second copy instruction of a third scene component, generate a fourth scene component in the game editing scene, and set the fourth scene component to be associated with the second game event based on a first game event associated with the third scene component; wherein the third scene component is a scene component in the one or more scene components; the fourth scene component has the same preset attribute as the third scene component; the third scene component is configured to execute a first game instruction in response to the first game event; and the fourth scene component is configured to execute a second game instruction in response to the second game event.

[0116] In an embodiment, the first copy instruction and the second copy instruction are triggered by at least one of the following manners: determining that the first scene component is in a selected state, and triggering the first copy instruction in response to a copy operation; determining that the third scene component is in the selected state, and triggering the second copy instruction in response to the copy operation; and determining that the first scene component and the third scene component are in the selected state at the same time, and triggering the first copy instruction and the second copy instruction in response to the copy operation.

[0117] In an implementation, the copy processing module 920 is further configured to adjust the identification of the first game event according to a preset rule to obtain the identification of the second game event.

[0118] In an implementation, the first game event comprises at least one first game sub-event, and the second game event comprises at least one second game sub-event; the step of adjusting the identification of the first game event according to a preset rule to obtain the identification of the second game event comprises: adjusting the identification of each first game sub-event according to a preset rule to obtain the identification of the corresponding second game sub-event.

[0119] In an implementation, the step of adjusting the identification of the first game event according to a preset rule to obtain the identification of the second game event comprises: if the tail of the identification of the first game event is a sequence identification, performing sequence adjustment on the tail of the identification of the first game event to obtain the identification of the second game event; if the tail of the identification of the first game event is not a sequence identification, adding a preset sequence identification to the tail of the identification of the first game event to obtain the identification of the second game event.

[0120] In an implementation, in a case where the plurality of second scene components are generated in the game editing scene according to the first copy instruction of the first scene component, the step of performing sequence adjustment on the tail of the identification of the first game event to obtain the identification of the second game event comprises: performing multiple sequence adjustments on the tail of the identification of the first game event to obtain a plurality of different identifications as the identifications of the second game events respectively associated with the plurality of second scene components.

[0121] In an implementation, the first copy instruction is a copy instruction in a case where the event adjustment function is enabled.

[0122] In an implementation, the copy processing module 920 is further configured to: in response to a third copy instruction of the first scene component, generate a second scene component in the game editing scene and set the second scene component to be associated with the first game event based on the first game event associated with the first scene component; the third copy instruction is a copy instruction in a case where the event adjustment function is disabled.

[0123] In an implementation, the copy processing module 920 is further configured to: in response to enabling the scene component copy function in the game editing scene, provide an event adjustment function switch control; and in response to a triggering operation of the event adjustment function switch control, enable or disable the event adjustment function.

[0124] In an implementation, the copy processing module 920 is further configured to: in a case where the second scene component is set to be associated with the second game event based on the first game event associated with the first scene component, present event adjustment prompt information.

[0125] In an implementation, the copying processing module 920 is further configured to obtain the first game event from the set of event information of the first scene component before setting the second scene component to be associated with the second game event based on the first game event associated with the first scene component.

[0126] In an implementation, setting the second scene component to be associated with the second game event based on the first game event associated with the first scene component comprises copying the set of event information of the first scene component to obtain a set of event information of the second scene component, and replacing the first game event in the set of event information of the second scene component with the second game event.

[0127] The specific details of the parts of the apparatus described above have been described in detail in the method part implementation, and the details not disclosed can refer to the implementation content of the method part, and thus will not be described again.

[0128] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, such division is not mandatory. In fact, according to the example implementation of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into a plurality of modules or units.

[0129] The example implementation of the present disclosure also provides a computer program product. The computer program product comprises a computer program which, when executed by a processor, implements the game editing method described above.

[0130] In an implementation, the computer program product can be a tangible product containing the computer program, such as a computer readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, etc. signals, including but not limited to: random access memory (RAM), read only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid state disk (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read only memory, Nand flash, etc.

[0131] In an implementation, the computer program product can be an intangible product containing the computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, etc. digital file storing the computer program.

[0132] The code of the computer program can be written in one or more programming languages. Programming languages include, for example, C, Java, C++, and the like. The program code can execute entirely on the user's computing device, partly on the user's computing device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the latter scenario, the remote computing device can be connected to the user's computing device through any type of network, including a local area network (LAN), a wide area network (WAN), or the like, or the connection can be made to an external computing device, for example, through the Internet using an Internet Service Provider.

[0133] The computer program can be carried or transmitted by an electrical, magnetic, optical, electromagnetic, infrared, or other signal. An electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is run on the electronic device, its code is used to make the electronic device perform (more specifically, can make the processor of the electronic device perform) the method steps of various exemplary embodiments of the present disclosure, such as the game editing method described above, which includes the following steps: step S210, displaying a game editing scene in a graphical user interface provided by a game program; the game editing scene includes one or more scene components; step S220, in response to a first copy instruction for a first scene component, generating a second scene component in the game editing scene, and setting the second scene component to be associated with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; the second scene component has the same preset attributes as the first scene component; and the second game event is a game event determined by adjusting the first game event.

[0134] By implementing the above method steps through a computer program, when the second scene component is generated by copying the first scene component, the information of the first game event associated with the first scene component is not copied to the second scene component as is, but the adjusted second game event is associated with the second scene component, so that the second scene component and the first scene component can implement different game logics based on different game events, such as making the first scene component and the second scene component control and trigger different scene components. Compared with the solution of completely copying the game logic related parameters of the original scene component in the related art, the technical solution of the present disclosure is beneficial to implementing accurate, diverse, and complex game logics, enriching game play, and reducing the workload of the user to further manually edit game logic related parameters, thereby improving editing efficiency.

[0135] An exemplary embodiment of the present disclosure also provides an electronic device, which can be the terminal device 110 or the server 120 described above. The electronic device can include a processor and a memory. The memory stores executable instructions of the processor, which can be a computer program. The processor performs the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device can also include a display for displaying a graphical user interface.

[0136] The electronic device is exemplarily illustrated in the form of a general computing device with reference to FIG. 10. It should be understood that the electronic device 1000 shown in FIG. 10 is merely an example and should not limit the functions and use ranges of the embodiments of the present disclosure.

[0137] As shown in FIG. 10, the electronic device 1000 can include a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.

[0138] The memory 1020 can include a volatile memory, such as a RAM 1021, a cache unit 1022, and a non-volatile memory, such as a ROM 1023. The memory 1020 can also include one or more program modules 1024, which include but are not limited to an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof can include implementation of a network environment. For example, the program modules 1024 can include the modules in the apparatus described above.

[0139] The processor 1010 can include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or a NPU (Neural-Network Processing Unit), etc.

[0140] The processor 1010 can be configured to execute executable instructions stored in the memory 1020, such as the game editing method described above, which includes the following steps: step S210, displaying a game editing scene in a graphical user interface provided by a game program; the game editing scene includes one or more scene components; step S220, in response to a first copy instruction of a first scene component, generating a second scene component in the game editing scene, and setting the second scene component to be associated with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; the second scene component has the same preset attribute as the first scene component; and the second game event is a game event determined by adjusting the first game event.

[0141] By executing the above method steps through the processor 1010, when the second scene component is generated by copying the first scene component, instead of copying the information of the first game event associated with the first scene component to the second scene component directly, the adjusted second game event is associated with the second scene component, so that the second scene component and the first scene component can implement different game logics based on different game events, such as making the first scene component and the second scene component control trigger different scene components. Compared with the scheme of completely copying the game logic related parameters of the original scene component in the related art, the technical scheme of the present disclosure is beneficial to implement accurate, diversified and complex game logics, enrich the game play, and reduce the workload of the user to further manually edit the game logic related parameters, thereby improving the editing efficiency.

[0142] The bus 1030 is configured to realize the connection between different components of the electronic device 1000, and can include a data bus, an address bus, and a control bus.

[0143] The electronic device 1000 can communicate with one or more external devices 1100 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040.

[0144] The electronic device 1000 can communicate with one or more networks through the network adapter 1050, such as a network adapter 1050 that can provide a mobile communication solution such as 3G / 4G / 5G, or provide a wireless communication solution such as a wireless local area network, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.

[0145] The electronic device 1000 can display a graphical user interface, such as a game editing scene, through the display 1060.

[0146] Although not shown in FIG. 10, other hardware and / or software modules can also be deployed in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems, etc.

[0147] From the above, it can be seen that the technical solutions of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, and the like. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented as: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be referred to as "circuitry", "module", or "system", respectively.

[0148] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art, based on the specific embodiments provided by the present disclosure, will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and should cover any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure, and include common knowledge or conventional technical means in the technical field that are not disclosed by the present disclosure.

Claims

1. A game editing method, the method comprising: displaying a game editing scene in a graphical user interface provided by a running game program; the game editing scene comprising one or more scene components; in response to a first copy instruction of a first scene component, generating a second scene component in the game editing scene, and setting the second scene component to be associated with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component of the one or more scene components; the second scene component has the same preset attributes as the first scene component; and the second game event is a game event determined by adjusting the first game event.

2. The method of claim 1, wherein, the first scene component is set to be associated with the first game event in at least one of the following ways: setting the first game event as a game event triggered by a logical function of the first scene component; setting the first game event as a game event triggering the first scene component to execute a preset game instruction.

3. The method of claim 1, wherein, the first scene component is configured to initiate the first game event in response to a first trigger condition; and the second scene component is configured to initiate the second game event in response to a second trigger condition.

4. The method of claim 3, wherein, the method further comprises: in response to a second copy instruction of a third scene component, generating a fourth scene component in the game editing scene, and setting the fourth scene component to be associated with the second game event based on the first game event associated with the third scene component; wherein the third scene component is a scene component of the one or more scene components; the fourth scene component has the same preset attributes as the third scene component; the third scene component is configured to execute a first game instruction in response to the first game event; and the fourth scene component is configured to execute a second game instruction in response to the second game event.

5. The method of claim 4, wherein, the first copy instruction and the second copy instruction are triggered in at least one of the following ways: determining that the first scene component is in a selected state, and triggering the first copy instruction in response to a copy operation; and determining that the third scene component is in a selected state, and triggering the second copy instruction in response to a copy operation; determining that the first scene component and the third scene component are in a selected state at the same time, and triggering the first copy instruction and the second copy instruction in response to a copy operation.

6. The method of claim 1, wherein, the method further comprises: adjusting an identifier of the first game event according to a preset rule to obtain an identifier of the second game event.

7. The method of claim 6, wherein, the first game event comprises at least one first game sub-event, and the second game event comprises at least one second game sub-event; and the step of adjusting the identifier of the first game event according to the preset rule to obtain the identifier of the second game event comprises: adjusting the identifier of each first game sub-event according to the preset rule to obtain an identifier of a corresponding second game sub-event.

8. The method of claim 6, wherein, the step of adjusting the identifier of the first game event according to the preset rule to obtain the identifier of the second game event comprises: If the tail of the first game event identifier is a sequence identifier, the tail of the first game event identifier is adjusted in sequence to obtain the second game event identifier; If the tail of the first game event identifier is not a sequence identifier, a preset sequence identifier is added to the tail of the first game event identifier to obtain the second game event identifier.

9. The method of claim 8, wherein, In a case where a plurality of second scene components are generated in the game editing scene according to the first copy instruction of the first scene component, the step of adjusting the tail of the first game event identifier in sequence to obtain the second game event identifier includes: The tail of the first game event identifier is adjusted in sequence multiple times to obtain a plurality of different identifiers as identifiers of second game events respectively associated with the plurality of second scene components.

10. The method of claim 1, wherein, The first copy instruction is a copy instruction in a case where an event adjustment function is enabled.

11. The method of claim 10, wherein, The method further includes: In response to a third copy instruction of the first scene component, a second scene component is generated in the game editing scene, and the second scene component is associated with the first game event based on the first game event associated with the first scene component; the third copy instruction is a copy instruction in a case where the event adjustment function is disabled.

12. The method of claim 10 or 11, wherein, The method further includes: In response to enabling a scene component copy function in the game editing scene, an event adjustment function switch control is provided; In response to a triggering operation of the event adjustment function switch control, the event adjustment function is enabled or disabled.

13. The method of claim 1, wherein, The method further includes: In a case where the second scene component is associated with the second game event based on the first game event associated with the first scene component, an event adjustment prompt information is presented.

14. The method of claim 1, wherein, Before the second scene component is associated with the second game event based on the first game event associated with the first scene component, the method further includes: The first game event is obtained from an event information set of the first scene component.

15. The method of claim 14, wherein, The step of associating the second scene component with the second game event based on the first game event associated with the first scene component includes: The second game event is added to an event information set of the second scene component.

16. A game editing device, the device comprising: a game editing scene display processing module configured to display a game editing scene in a graphical user interface provided by a running game program; the game editing scene includes one or more scene components; a copy processing module configured to generate a second scene component in the game editing scene in response to a first copy instruction of a first scene component, and associate the second scene component with a second game event based on a first game event associated with the first scene component; wherein the first scene component is a scene component in the one or more scene components; the second scene component has a preset attribute same as the first scene component; and the second game event is a game event determined by adjusting the first game event.

17. A computer program product comprising a computer program which, when executed by a processor, implements the method of any one of claims 1 to 15.

18. An electronic device comprising: a processor; a memory to store executable instructions for the processor; wherein the processor is configured to perform the method of any one of claims 1 to 15 via execution of the executable instructions.

Citation Information

Patent Citations

  • Game editing method and device, game running method and device and computer equipment

    CN114661284A

  • Game editing method, game editing device, storage medium and electronic equipment

    CN117282106A

  • Game event editing method and device, storage medium and electronic equipment

    CN117654051A

  • Game scene assembly method and device, storage medium and electronic equipment

    CN117717785A

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

    CN118286681A