Game scene editing method and apparatus, electronic device, and computer-readable medium

By adding a motion test function to the game scene editor, the problem of judging the rationality of scene construction in UGC level building has been solved, achieving efficient and accurate level editing and improving player experience and level quality.

WO2025241726A1PCT designated stage Publication Date: 2025-11-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/086938
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-21
Filing Date
2025-04-02
Publication Date
2025-11-27

AI Technical Summary

Technical Problem

During the UGC level construction process, players cannot accurately judge the rationality of the scene construction, resulting in a large amount of manpower consumption and uncertainty, which affects the game experience and the completeness of the level.

Method used

By providing motion setting controls on the graphical user interface of the game scene editor, the target's movement skills and maximum movement distance are determined. Combined with the target's starting position and scene components, the movement results of the game character during the game's running phase are automatically calculated.

Benefits of technology

It improves the accuracy and efficiency of level construction, reduces the cost of perspective switching and operation testing, and enhances the completeness and playability of levels.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game scene editing method and apparatus, an electronic device, and a computer-readable medium. The method comprises: by means of a terminal device, displaying and running a graphical user interface corresponding to a game editing stage provided by a user generated content editor, the graphical user interface at least containing part of a game scene to be edited; providing a motion setting control on the graphical user interface; in response to a setting operation acting on the motion setting control, determining from among multiple movement skills at least one target movement skill to be tested, and determining the maximum movement distance of a game character; and, on the basis of a target starting position, the maximum movement distance and a target scene component, determining a movement result of the game character moving from the target starting position to the target scene component by means of the target movement skill. By means of testing movement results of target movement skills, the present disclosure solves the problem that users cannot accurately determine scene building rationality when editing game scenes.
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Description

Method, device, electronic equipment and computer readable medium for editing game scene

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to the Chinese Patent Application No. 202410636787.4, filed on May 21, 2024, and entitled “Method, device, electronic equipment and computer readable medium for editing game scene”, the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD

[0003] The present disclosure relates to the technical field of games, in particular, to a method for editing a game scene, a device for editing a game scene, an electronic device and a computer readable medium. BACKGROUND

[0004] In the process of building a level in UGC (User Generated Content), a player needs to create a parkour level by building multiple spaced solid blocks in a space. The process needs to switch between the god view and the play view for distance adjustment, so as to ensure that the relative distance between the two solid blocks is reasonable, and the game character can pass through the multiple solid blocks by jumping, pushing and other in-game skills.

[0005] Currently, when a player edits a level, a lot of manpower and effort are needed to debug the motion effectiveness between each sub-block. If the distance between two solid blocks is too far, the skill physical motion cannot be used to cross, and finally an invalid level that cannot be completed is built, which affects the game experience of the player and also makes it difficult for the editor to promote the level to become a popular level.

[0006] In addition, during the process of building a level, the editor needs to repeatedly switch between the god view and the play view. After building two different solid blocks in the god view, the editor needs to switch to the play view for operation test. Due to the unskilled operation of the editor, it is difficult to intuitively determine whether the distance between the two solid blocks can be crossed by the operation method. The whole process has a large operation cost and uncertainty, which affects the overall building experience.

[0007] Therefore, there is an urgent need in the art for a method for editing a game scene, which can solve the problem that a user cannot accurately determine the rationality of scene building when editing a game scene.

[0008] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present disclosure, and therefore can include information that does not constitute the related art known to those of ordinary skill in the art. SUMMARY

[0009] The present disclosure aims to provide a game scene editing method, a game scene editing device, an electronic device and a computer readable medium, thereby at least partially solving the problem that users cannot accurately determine the rationality of scene building when editing a game scene.

[0010] According to a first aspect of the present disclosure, a game scene editing method is provided, which provides a graphical user interface of a user-generated content editor through a terminal device, and the method comprises:

[0011] displaying a graphical user interface corresponding to a game editing stage provided by the user-generated content editor through the terminal device, wherein the graphical user interface at least includes part of a game scene to be edited, and the game scene to be edited includes scene components, and the scene components are configured to generate corresponding virtual objects in a game running stage;

[0012] providing a motion setting control on the graphical user interface;

[0013] determining at least one target movement skill to be tested from a plurality of movement skills provided by the system in response to a setting operation on the motion setting control, and determining a maximum movement distance of a game character according to the at least one target movement skill, wherein the movement skill is configured to control the game character to move in response to a trigger operation in the game running stage;

[0014] determining a movement result of the game character moving from a target starting position to a target scene component through the at least one target movement skill in the game running stage according to the target starting position, the maximum movement distance and the target scene component.

[0015] According to a second aspect of the present disclosure, a game scene editing device is provided, which provides a graphical user interface of a user-generated content editor through a terminal device, and the device comprises:

[0016] a user interface display module configured to display a graphical user interface corresponding to a game editing stage provided by the user-generated content editor through the terminal device, wherein the graphical user interface at least includes part of a game scene to be edited, and the game scene to be edited includes scene components, and the scene components are configured to generate corresponding virtual objects in a game running stage;

[0017] a motion skill setting module configured to provide a motion setting control on the graphical user interface;

[0018] The movement distance determination module is configured to determine at least one target movement skill to be tested from a plurality of movement skills provided by the system in response to a setting operation on the movement setting control, and determine a maximum movement distance of the game character according to the at least one target movement skill, wherein the movement skill is configured to control the game character to move in response to a trigger operation in a game running stage.

[0019] The movement result determination module is configured to determine a movement result of the game character from the target starting position to the target scene component by the at least one target movement skill in the game running stage according to the target starting position, the maximum movement distance, and the target scene component.

[0020] According to a third aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game scene editing method of any one of the above aspects by executing the executable instructions.

[0021] According to a fourth aspect of the present disclosure, a computer readable medium is provided, which stores a computer program, and the computer program is executed by a processor to implement the game scene editing method of any one of the above aspects.

[0022] According to a fifth aspect of the present disclosure, a computer program product is provided, comprising a computer program, and the computer program is executed by a processor to implement the game scene editing method of any one of the above aspects.

[0023] The exemplary embodiments of the present disclosure can have the following beneficial effects:

[0024] In the game scene editing method of the exemplary embodiments of the present disclosure, on the one hand, the movement test function of the movement skill is added in the editing process of the game scene, which solves the problem that the rationality of the scene building cannot be accurately judged during the UGC level building, and through the selection of the game character and the target scene component, the effective distance of the game character movement can be judged according to the set target movement skill combination, thereby helping the player to accurately build a challenge level that meets the player's difficulty operation standard, solving the three-dimensional blind area in the building process and improving the level building experience; on the other hand, the problem that the player needs to switch multiple perspectives to repeatedly adjust the distance between the scene components is solved, and through the corresponding effective distance indication given by the movement test, the player will not need to spend energy to switch the perspective and operate the model for test and adjustment, which greatly saves the labor cost in the level editing process, improves the editing efficiency, and also improves the completeness and playability of the level.

[0025] It should be understood that the general description above and the detailed description below are only exemplary and explanatory, and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF DRAWINGS

[0026] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and serve to explain the principles of the present disclosure. It is readily apparent to one skilled in the art that the following description of the drawings is merely exemplary and explanatory, and that other drawings can be derived from these drawings without inventive skill.

[0027] FIG. 1 shows a schematic diagram of an exemplary system architecture of a game scene editing method and device to which embodiments of the present disclosure can be applied;

[0028] FIG. 2 shows a flowchart of a game scene editing method according to an example embodiment of the present disclosure;

[0029] FIG. 3 schematically shows a diagram of a motion setting control according to an example embodiment of the present disclosure;

[0030] FIG. 4 schematically shows a diagram of a skill slot according to an example embodiment of the present disclosure;

[0031] FIG. 5 schematically shows a diagram of inserting a target movement skill into a skill slot according to an example embodiment of the present disclosure;

[0032] FIG. 6 shows a flowchart of determining a movement result of a game character according to an example embodiment of the present disclosure;

[0033] FIG. 7 schematically shows a diagram of a motion test determination corresponding to a static scene component according to an example embodiment of the present disclosure;

[0034] FIG. 8 schematically shows a diagram of a motion test determination corresponding to a dynamic scene component according to an example embodiment of the present disclosure;

[0035] FIG. 9 schematically shows a diagram of a motion test determination corresponding to a dynamic scene component according to another example embodiment of the present disclosure;

[0036] FIG. 10 schematically shows a diagram of a target scene component synchronous adjustment according to an example embodiment of the present disclosure;

[0037] FIG. 11 shows a block diagram of a game scene editing device according to an example embodiment of the present disclosure;

[0038] FIG. 12 shows a structural diagram of a computer system of an electronic device suitable for implementing an embodiment of the present disclosure. DETAILED DESCRIPTION

[0039] Example implementations are now described with reference to the following drawings. The example implementations, however, can be implemented in many different forms and should not be construed as limited to the examples set forth herein; rather, these example implementations are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the example implementations to those skilled in the art. The features, structures, or characteristics described can be combined in one or more implementations. In the following description, numerous specific details are provided, such as examples of programming, software modules, user selections, etc., to provide a thorough understanding of the example implementations. One skilled in the relevant art will recognize, however, that the example implementations can be practiced without one or more of the specific details, or with other methods, components, materials, and so forth. In other instances, well-known structures, materials, or operations are not shown or described in detail in order to avoid obscuring aspects of the example implementations.

[0040] In addition, the drawings are to be considered in all respects as illustrative and not restrictive; identical reference numerals have been used, where possible, to denote identical or similar features, and thus repetition of the description thereof will be omitted. Some of the blocks in the diagrams are functional blocks that represent functions implemented by a computer or processor, and no language should be construed to cause a dedication to any type of structural mechanism or physical structure. Implementations of the functional blocks can be stored in software, firmware, hardware, or a combination thereof.

[0041] FIG. 1 shows a schematic diagram of a system architecture of an example application environment of a game scene editing method and device according to an embodiment of the present disclosure.

[0042] As shown in FIG. 1, the system architecture 100 can include a plurality of terminal devices 101, 102, 103, a network 104, and a server 105. The network 104 is a medium for providing a communication link between the terminal devices 101, 102, 103 and the server 105. The network 104 can include various connection types, such as a wireless communication link, etc.

[0043] It should be understood that the number of terminal devices, networks, and servers in FIG. 1 is merely illustrative. Depending on the implementation needs, there can be any number of terminal devices, networks, and servers. For example, the server 105 can be a server cluster composed of multiple servers, etc.

[0044] The terminal devices 101, 102, and 103 can be various electronic devices with processors, including but not limited to smart phones, tablet computers, portable computers, and the like. The server 105 can be a server providing various services. For example, the terminal devices 101, 102, and 103 can display a graphical user interface corresponding to the game editing stage provided by the user-generated content editor through the processors, and provide a movement setting control on the graphical user interface, and determine at least one target movement skill to be tested from a plurality of movement skills provided by the system in response to a setting operation on the movement setting control. The server 105 can determine a maximum movement distance of the game character according to the at least one target movement skill, and determine a movement result of the game character moving from a target starting position to a target scene component through the at least one target movement skill in the game running stage according to the target starting position, the maximum movement distance, and the target scene component. The terminal devices 101, 102, and 103 can also complete all steps from displaying the graphical user interface corresponding to the game editing stage provided by the user-generated content editor to determining the movement result of the game character moving from the target starting position to the target scene component through the at least one target movement skill in the game running stage through the processors.

[0045] The game scene editing method in one embodiment of the present disclosure can run on a local terminal device or a server. When the game scene editing method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0046] In an optional implementation, various cloud applications can 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 body of the game program and the presentation body of the game picture are separated, and the storage and running of the game scene editing method are completed on the cloud game server. The client device is used for receiving and sending data and presenting game pictures. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0047] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game screen. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game screen, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.

[0048] In a possible embodiment, the present disclosure provides a game scene editing method, and a graphical user interface is provided through a terminal device. The terminal device can be the local terminal device mentioned above or a client device in the cloud interaction system mentioned above.

[0049] The present example embodiment first provides a game scene editing method applied to a user-generated content editor in a game. In the present example embodiment, a graphical user interface of the user-generated content editor is provided through a terminal device. Referring to FIG. 2, the game scene editing method can include the following steps:

[0050] Step S210. A graphical user interface corresponding to a game editing stage provided by the user-generated content editor is displayed through the terminal device.

[0051] The graphical user interface includes at least part of a game scene to be edited, and the game scene to be edited includes scene components. The scene components are configured to generate corresponding virtual objects in a game running stage.

[0052] Step S220. A motion setting control is provided on the graphical user interface.

[0053] Step S230. In response to a setting operation on the motion setting control, at least one target movement skill to be tested is determined from a plurality of movement skills provided by the system, and a maximum movement distance of a game character is determined according to the at least one target movement skill.

[0054] The movement skill is configured to control the game character to move in response to a trigger operation in the game running stage.

[0055] Step S240. A movement result of the game character moving from a target starting position to a target scene component through the at least one target movement skill in the game running stage is determined according to the target starting position, the maximum movement distance, and the target scene component.

[0056] In the method for editing a game scene of the example implementation of the present disclosure, on one hand, the motion test function of the movement skill is added in the editing process of the game scene, so as to solve the problem that the rationality of the scene building cannot be accurately judged when the UGC level is built. By selecting the game character and the target scene component, the effective distance of the movement of the game character can be judged according to the target movement skill combination set, so as to help the player to accurately build a challenge level that meets the operation standard of the player difficulty, solve the three-dimensional blind area in the building process, and improve the level building experience. On the other hand, the problem that the player needs to switch multiple perspectives to repeatedly adjust the distance between the scene components is solved. The corresponding effective distance indication is given by the motion test, so that the player will not need to spend energy to switch the perspective and operate the model for test and adjustment, which greatly saves the labor cost in the level editing process, improves the editing efficiency, and also improves the completeness and playability of the level.

[0057] Next, the above steps of the example implementation will be described in more detail in combination with FIGS. 3 to 10.

[0058] In step S210, the terminal device displays a graphical user interface corresponding to the game editing stage provided by the user-generated content editor.

[0059] The graphical user interface includes at least part of the game scene to be edited, and the game scene to be edited includes scene components, which are configured to generate corresponding virtual objects in the game running stage.

[0060] In the example implementation, the user-generated content editor can be used to customize and edit the game scene that meets the player's demand. In the game editing stage, the player can build the level by placing different scene components in the game scene. In step S220, a motion setting control is provided on the graphical user interface.

[0061] In the example implementation, a motion setting control can be provided on the graphical user interface of the UGC editor to start the motion test function. As shown in FIG. 3, by clicking the motion setting control 301, the motion test function can be enabled to test whether the movement skill can meet the demand of the game scene to be edited.

[0062] In the example implementation, the motion setting control includes at least one skill slot. In response to the setting operation on the skill slot, one or more movement skills inserted in the skill slot can be determined, and the one or more movement skills inserted in the skill slot are taken as the target movement skills to be tested.

[0063] FIG. 4 schematically shows a diagram of skill slots according to an embodiment of the present disclosure, at least one custom skill slot can be pulled out to the right after the activation of the movement test function by clicking the movement setting control, and corresponding movement skills can be added according to the needs and operations of the player.

[0064] In step S230, in response to the setting operation on the movement setting control, at least one target movement skill to be tested is determined from the plurality of movement skills provided by the system, and the maximum movement distance of the game character is determined according to the at least one target movement skill.

[0065] The movement skill is configured to control the movement of the game character in response to a trigger operation during the game running phase.

[0066] In the example embodiment, one or more target movement skills, such as rolling, jumping, and forward pushing, can be inserted into the skill slot, and the distance validity can be determined according to the order of skill selection.

[0067] In the example embodiment, the maximum movement distance of the game character can be obtained according to the sum of the skill movement distances corresponding to each target movement skill. Each skill slot can correspond to a certain skill release order, and the sum of the skill movement distances corresponding to each target movement skill can be calculated according to the skill release order corresponding to the skill slot where each target movement skill is located, so as to obtain the maximum movement distance of the game character.

[0068] FIG. 5 schematically shows a diagram of inserting target movement skills into skill slots according to an embodiment of the present disclosure. When the movement test function is enabled, corresponding movement skills can be selected and combined in the corresponding skill slots by clicking the corresponding skill slots. The slots from left to right represent the release order. For example, if

move jump

forward push

[0069] In the example embodiment, by providing a plurality of skill slots and according to the movement skills provided by the game, corresponding movement skill combinations can be added in the movement test to determine the rationality of the scene component assembly to be edited.

[0070] In step S240, the movement result of the game character moving from the target starting position to the target scene component through the at least one target movement skill during the game running phase is determined according to the target starting position, the maximum movement distance, and the target scene component.

[0071] In the example embodiment, the target start position refers to a start position of the game character performing the target movement skill, and the target scene component refers to a scene component to be reached by the game character by performing the target movement skill. Generally, the target start position and the target scene component are separated, and the game character needs to perform certain movement skills, such as a jumping skill, to move from the target start position to the target scene component.

[0072] In the example embodiment, the target start position can be a game character component position of a game character component placed in the game scene to be edited, where the game character component represents a game character corresponding to the terminal device in the game running stage.

[0073] The target start position can also be a target position in a start scene component determined from the game scene components placed by the start component selection operation. The start scene component can be selected by the user manually from the game scene components placed in the game scene, or can be determined by judging the intersection of the current game perspective and the components in the scene, for example, the scene component aligned with the center of the picture is the start scene component, and the user confirms through the corresponding confirmation control.

[0074] The target position in the start scene component can be a position in the start scene component closest to the target scene component and capable of carrying the game character component, for example, the edge position closest to the target scene component on the start scene component. The target scene component is determined from the game scene components placed in the game scene by the scene component selection operation.

[0075] In the example embodiment, the scene components can include static scene components and dynamic scene components. The static scene components refer to stationary scene components, and the dynamic scene components refer to scene components moving dynamically according to certain rules, such as rotating discs.

[0076] In the example embodiment, as shown in FIG. 6, according to the target start position, the maximum movement distance, and the target scene component, the movement result of the game character in the game running stage by at least one target movement skill from the target start position to the target scene component is determined, which can specifically include the following steps:

[0077] Step S610. Determine the target area corresponding to the target scene component according to the position and component type of the target scene component.

[0078] In the example embodiment, when the target scene component is a static scene component, the area covered by the target scene component can be directly determined as the target area corresponding to the target scene component. When the target scene component is a dynamic scene component, the dynamic coverage area of the target scene component can be determined according to the position and motion trajectory of the target scene component, and the dynamic coverage area of the target scene component is determined as the target area corresponding to the target scene component.

[0079] If the current target scene component is set as a movable type, for example, the top plate of the target scene component performs circular motion with the middle point as the center, the system can automatically calculate the area covered by the motion as the target area corresponding to the target scene component. In addition, the dynamic coverage area of the target scene component has a visual display effect in the game editing stage.

[0080] Step S620. According to the target starting position and the maximum moving distance, the moving area that the game character can reach by at least one target moving skill in the game running stage is determined.

[0081] According to the current position of the game character and the maximum moving distance calculated according to the target moving skill, the moving area that the game character can reach by the target moving skill can be determined. Specifically, a corresponding starting line can be determined according to the target starting position of the game character, and then according to the starting line and the maximum moving distance, the moving area that the game character can reach by at least one target moving skill in the game running stage is determined.

[0082] FIG. 7 schematically shows a schematic diagram of motion test determination corresponding to a static scene component in one specific embodiment of the present disclosure, wherein FIG. 701 is a target scene component selected by a user, the square in FIG. 702 is the area that the game character can reach in the target starting position of the starting scene component by the target moving skill, the moving area that the game character can reach with the starting line as the starting point is contained in the dashed box, and FIG. 703 is the target area corresponding to the target scene component. When only the moving jump skill is set, the target scene component is first selected, at this time, the game character model placed by the player is taken as the starting point, and the position area that can be reached by the jump is calculated according to the shortest straight line theorem between two points.

[0083] FIG. 8 schematically shows a schematic diagram of motion test determination corresponding to a dynamic scene component in one specific embodiment of the present disclosure. When only the moving jump skill is set, the destination module is first selected, the corresponding starting line is determined with the game character model placed by the player as the starting point, and the position area that can be reached by the jump is calculated according to the shortest straight line theorem between two points. The moving area that can be reached by the target moving skill is contained in the dashed box in the figure.

[0084] Step S630. If there is an overlapping area between the moving area and the target area, it is determined that the game character can move to the target scene component by at least one target moving skill.

[0085] Step S640. If there is no overlapping area between the moving area and the target area, it is determined that the game character cannot move to the target scene component by at least one target moving skill.

[0086] If there is an overlapping area between the moving area and the target area, it means that the game character can move to the target scene component by the target moving skill. At this time, the target area can be divided into a moving valid area and a moving invalid area. The moving valid area represents a part of the area that the game character can move to by the target moving skill, and the moving invalid area represents a part of the area that the game character cannot move to by the target moving skill.

[0087] As shown in FIG. 8, the dark shaded area is the moving valid area, and the light shaded area is the moving invalid area. In FIG. 7, as shown in FIG. 703, since the destination cannot be reached, the destination block can be marked as a whole moving invalid area, representing that the current relative distance is invalid distance.

[0088] In the example embodiment, the overlapping area between the moving area and the target area can be determined as the moving valid area, and the other area of the target area except the overlapping area can be determined as the moving invalid area. After the moving valid area and the moving invalid area are determined, the moving valid area and / or the moving invalid area can be displayed differently. For example, the two areas can be distinguished by different colors, such as the dynamic coverage area of the target scene component is marked and displayed in red as a whole, and the area that can reach the destination position by moving and jumping is marked and displayed in green, representing the valid distance of movement.

[0089] In the example embodiment, the movement distance can be intelligently calculated according to whether the target scene component has movement, and the distance color scheme is provided. In the movement test mode, the game character model and a certain target scene component are selected respectively, and it is intelligently calculated and determined whether the target scene component can be crossed from the current position of the game character, and the corresponding valid distance color scheme is displayed.

[0090] FIG. 9 schematically shows a diagram of a dynamic scene component corresponding motion test determination according to another embodiment of the present disclosure. Assuming that the skill combination is set as a combination of

move jump

push forward

[0091] In the present example embodiment, the movement effective area and the movement ineffective area corresponding to the target scene component can also be updated in real time in response to an adjustment operation acting on the target scene component.

[0092] FIG. 10 schematically shows a diagram of target scene component synchronous adjustment according to an embodiment of the present disclosure. If the current target scene component needs to be adjusted in position synchronously, only the corresponding editing tool 1001 needs to be selected to directly adjust the distance, size, orientation, etc. of the current block, and at the same time, the movement effective area and the movement ineffective area are also adjusted in real time. Through the above means, the player no longer needs to repeatedly perform a lateral jump operation from the god's perspective and the game perspective to intuitively test and synchronously adjust.

[0093] It should be noted that although the steps of the method in the present disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired result. In addition or alternatively, certain steps can be omitted, multiple steps can be combined into one step, and / or one step can be divided into multiple steps, etc.

[0094] Further, the present disclosure also provides a game scene editing device, which provides a graphical user interface of a user-generated content editor through a terminal device. Referring to FIG. 11, the game scene editing device can include a user interface display module 1110, a motion skill setting module 1120, a movement distance determination module 1130, and a movement result determination module 1140. Among them:

[0095] The user interface display module 1110 is configured to display a graphical user interface corresponding to a game editing stage provided by a running user-generated content editor through a terminal device, wherein the graphical user interface at least includes part of a game scene to be edited, and the game scene to be edited includes scene components, and the scene components are configured to generate corresponding virtual objects in a game running stage;

[0096] The movement skill setting module 1120 is configured to execute providing a movement setting control on the graphical user interface;

[0097] The movement distance determination module 1130 is configured to execute determining at least one target movement skill to be tested from a plurality of movement skills provided by the system in response to a setting operation on the movement setting control, and determining the maximum movement distance of the game character according to the at least one target movement skill, wherein the movement skill is configured to control the game character to move in response to a trigger operation in a game running stage;

[0098] The movement result determination module 1140 is configured to execute determining a movement result of the game character moving from the target starting position to the target scene component through the at least one target movement skill in the game running stage according to the target starting position, the maximum movement distance and the target scene component.

[0099] In some example embodiments of the present disclosure, the target scene component is a scene component determined from the scene components placed in the game scene through a scene component selection operation. In some example embodiments of the present disclosure, the movement distance determination module 1130 can include a target movement skill determination unit configured to execute determining one or more movement skills inserted in the skill slot in response to a setting operation on the skill slot, and taking the one or more movement skills inserted in the skill slot as the target movement skills to be tested.

[0100] In some example embodiments of the present disclosure, the target starting position is a game character component position where a game character component placed in the game scene to be edited is located, wherein the game character component represents a game character corresponding to the terminal device in the game running stage.

[0101] In some example embodiments of the present disclosure, the target starting position is a target position in a starting scene component determined from the scene components placed in the game scene through a starting component selection operation.

[0102] In some example embodiments of the present disclosure, the target position in the starting scene component is a position in the starting scene component closest to the target scene component and capable of carrying the game character component.

[0103] In some example embodiments of the present disclosure, the movement distance determination module 1130 can further include a movement distance calculation unit configured to execute obtaining the maximum movement distance of the game character according to a sum of skill movement distances respectively corresponding to each target movement skill.

[0104] In some example embodiments of the present disclosure, the movement result determination module 1140 can include a target region determination unit, a movement region determination unit, a movement success determination unit, and a movement failure determination unit. Wherein:

[0105] The target region determination unit is configured to determine a target region corresponding to a target scene component according to the position and component type of the target scene component;

[0106] The movement region determination unit is configured to determine a movement region that the game character can reach by using at least one target movement skill in a game running stage according to the target start position and the maximum movement distance;

[0107] The movement success determination unit is configured to determine that the game character can move to the target scene component by using at least one target movement skill if there is an overlapping region between the movement region and the target region.

[0108] The movement failure determination unit is configured to determine that the game character cannot move to the target scene component by using at least one target movement skill if there is no overlapping region between the movement region and the target region.

[0109] In some example embodiments of the present disclosure, the target region determination unit can include a static target region determination unit configured to determine the region covered by the target scene component as the target region corresponding to the target scene component when the target scene component is a static scene component.

[0110] In some example embodiments of the present disclosure, the target region determination unit can further include a dynamic target region determination unit configured to determine a dynamic coverage region of the target scene component according to the position and motion trajectory of the target scene component when the target scene component is a dynamic scene component, and determine the dynamic coverage region of the target scene component as the target region corresponding to the target scene component.

[0111] In some example embodiments of the present disclosure, the dynamic coverage region of the target scene component has a visual display effect in a game editing stage.

[0112] In some example embodiments of the present disclosure, the movement result determination module 1140 can further include a region determination unit and a region display unit. Wherein:

[0113] The region determination unit is configured to determine the overlapping region between the movement region and the target region as a movement valid region, and determine the other regions in the target region except the overlapping region as movement invalid regions;

[0114] The region display unit is configured to display the movement valid region and / or the movement invalid region differently.

[0115] In some example embodiments of the present disclosure, the mobile result determination module 1140 provided by the present disclosure can further include a region adjustment unit configured to perform an adjustment operation in response to the target scene component, and update the mobile valid region and the mobile invalid region corresponding to the target scene component in real time.

[0116] The specific details of the modules / units in the above game scene editing apparatus have been described in detail in the corresponding method embodiment part, and will not be described here.

[0117] FIG. 12 shows a structural schematic diagram of a computer system of an electronic device suitable for implementing the embodiments of the present disclosure.

[0118] It should be noted that the computer system 1200 of the electronic device shown in FIG. 12 is only an example, and should not impose any limitation on the functions and use range of the embodiments of the present disclosure.

[0119] As shown in FIG. 12, the computer system 1200 includes a central processing unit (CPU) 1201, which can perform various appropriate actions and processes according to programs stored in a read-only memory (ROM) 1202 or loaded from a storage portion 1208 into a random access memory (RAM) 1203. In the RAM 1203, various programs and data required for system operation are also stored. The CPU 1201, the ROM 1202, and the RAM 1203 are connected to each other through a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.

[0120] The following components are connected to the I / O interface 1205: an input portion 1206 including a keyboard, a mouse, and the like; an output portion 1207 including a cathode ray tube (CRT), a liquid crystal display (LCD), and the like, and a speaker, and the like; a storage portion 1208 including a hard disk, and the like; and a communication portion 1209 including a network interface card such as a LAN card, a modem, and the like. The communication portion 1209 performs communication processing via a network such as the Internet. A drive 1210 is also connected to the I / O interface 1205 as necessary. A removable medium 1211 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, and the like is mounted on the drive 1210 as necessary, so that a computer program read therefrom is installed in the storage portion 1208 as necessary.

[0121] In particular, the processes described above with reference to the flowcharts can be implemented as a computer software program in accordance with embodiments of the present disclosure. For example, embodiments of the present disclosure include a computer program product comprising a computer program carried on a computer readable medium, the computer program comprising program code for executing the methods illustrated by the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network by the communication section 1209, and / or installed from the detachable medium 1211. When the computer program is executed by the central processing unit (CPU) 1201, various functions defined in the system of the present disclosure are executed.

[0122] It should be noted that the computer readable medium shown in the present disclosure can be a computer readable signal medium or a computer readable storage medium or any combination of the two. The computer readable storage medium may, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or apparatus, or any combination of the above. More specific examples of the computer readable storage medium can include, but are not limited to, an electrical connection having one or more wires, a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, the computer readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, device or apparatus. In the present disclosure, the computer readable signal medium can include a data signal carried in a baseband or as a part of a carrier wave, which carries computer readable program code. Such a propagated data signal can take many forms, including but not limited to an electromagnetic signal, an optical signal or any suitable combination of the above. The computer readable signal medium can also be any computer readable medium that can send, propagate or transfer a program for use by or in connection with an instruction execution system, device or apparatus. The program code contained on the computer readable medium can be transmitted in any suitable medium, including but not limited to wireless, wire line, optical fiber cable, RF, etc., or any suitable combination of the above.

[0123] The computer readable medium described above can be included in the electronic device described in the above embodiments; or exist separately, without being assembled into the electronic device. The computer readable medium described above carries one or more programs, which, when executed by the electronic device, cause the electronic device to implement the method described in the above embodiments.

[0124] As another aspect, the present disclosure also provides a computer readable medium, which can be included in the electronic device described in the above embodiments; or exist separately, without being assembled into the electronic device. The computer readable medium described above carries one or more programs, which, when executed by the electronic device, cause the electronic device to implement the method described in the above embodiments.

[0125] It should be noted that although several modules of the device for action execution are mentioned in the above detailed description, such a division is not mandatory. Indeed, according to an implementation of the present disclosure, the features and functions of two or more modules described above can be embodied in one module. Conversely, the features and functions of one module described above can be further divided into modules embodied by several modules.

[0126] Other embodiments of the present disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the features of the present disclosure disclosed herein. It is intended that the present disclosure cover any and all variations of the present disclosure including those variations contained within the scope of the features of the present disclosure and those adaptations thereof using equivalents of the features of the present disclosure disclosed herein.

[0127] It is to be understood that the present disclosure is not limited to the precise construction described in the above detailed description and shown in the accompanying drawings, and that various modifications and changes can be made by those skilled in the art without departing from the scope of the present disclosure. The scope of the present disclosure is limited only by the appended claims.

Claims

1. An editing method of a game scene, a graphical user interface of a user-generated content editor is provided by a terminal device, the method comprising: displaying, by the terminal device, a graphical user interface corresponding to a game editing stage provided by the user-generated content editor in operation, wherein the graphical user interface comprises at least part of a game scene to be edited, and the game scene to be edited comprises scene components configured to generate corresponding virtual objects in a game running stage; providing a movement setting control on the graphical user interface; in response to a setting operation on the movement setting control, determining at least one target movement skill to be tested from a plurality of movement skills provided by a system, and determining a maximum movement distance of a game character according to the at least one target movement skill, wherein the movement skill is configured to control the game character to move in response to a trigger operation in the game running stage; determining a movement result of the game character from a target starting position to a target scene component through the at least one target movement skill in the game running stage according to the target starting position, the maximum movement distance, and the target scene component.

2. The editing method of a game scene according to claim 1, wherein, The target scene component is a scene component determined from scene components placed in the game scene through a scene component selection operation.

3. The editing method of a game scene according to claim 1, wherein, The movement setting control comprises at least one skill slot, and the response to the setting operation on the movement setting control to determine the at least one target movement skill to be tested from the plurality of movement skills provided by the system comprises: in response to a setting operation on the skill slot, determining one or more movement skills inserted in the skill slot, and taking the one or more movement skills inserted in the skill slot as the target movement skill to be tested.

4. The editing method of a game scene according to claim 1, wherein, The target starting position is a game character component position of a game character component placed in the game scene to be edited, wherein the game character component represents a game character corresponding to the terminal device in the game running stage.

5. The editing method of a game scene according to claim 1, wherein, The target starting position is a target position in a starting scene component determined from all scene components placed in the game scene through a starting component selection operation.

6. The editing method of a game scene according to claim 5, wherein, The target position in the starting scene component is a position in the starting scene component closest to the target scene component and capable of carrying a game character component.

7. The editing method of a game scene according to claim 1, wherein, The determination of the maximum movement distance of the game character according to the at least one target movement skill comprises: obtaining the maximum movement distance of the game character according to a sum of skill movement distances corresponding to each target movement skill.

8. The editing method of a game scene according to claim 1, wherein, The determination of the movement result of the game character from the target starting position to the target scene component through the at least one target movement skill in the game running stage according to the target starting position, the maximum movement distance, and the target scene component comprises: determining a target area corresponding to the target scene component according to a position and a component type of the target scene component. determine a movement region of the game character in the game running stage through the at least one target movement skill according to the target start position and the maximum movement distance; if there is an overlapping region between the movement region and the target region, determine that the game character can move to the target scene component through the at least one target movement skill; if there is no overlapping region between the movement region and the target region, determine that the game character cannot move to the target scene component through the at least one target movement skill.

9. The editing method of a game scene according to claim 8, wherein, The method further comprises: when the target scene component is a static scene component, determining a region covered by the target scene component as the target region corresponding to the target scene component.

10. The editing method of a game scene according to claim 8, wherein, The method further comprises: when the target scene component is a dynamic scene component, determining a dynamic coverage region of the target scene component according to the position and the motion trajectory of the target scene component, and determining the dynamic coverage region of the target scene component as the target region corresponding to the target scene component.

11. The editing method of a game scene according to claim 10, wherein, The dynamic coverage region of the target scene component has a visual display effect in the game editing stage.

12. The editing method of a game scene according to claim 8, wherein, The method further comprises: determining an overlapping region between the movement region and the target region as a movement valid region, and determining other regions of the target region except the overlapping region as movement invalid regions; distinguishing and displaying the movement valid region and / or the movement invalid regions.

13. The editing method of a game scene according to claim 12, wherein, The method further comprises: in response to an adjustment operation acting on the target scene component, updating the movement valid region corresponding to the target scene component and the movement invalid regions in real time.

14. An editing device of a game scene, which provides a graphical user interface of a user-generated content editor through a terminal device, and comprises: a user interface display module configured to display a graphical user interface in a game editing stage provided by a running user-generated content editor through a terminal device, wherein the graphical user interface at least includes a part of a game scene to be edited, and the game scene to be edited includes scene components configured to generate corresponding virtual objects in a game running stage; a motion skill setting module configured to provide a motion setting control on the graphical user interface; a movement distance determination module configured to determine at least one target movement skill to be tested from a plurality of movement skills provided by a system in response to a setting operation acting on the motion setting control, and determine a maximum movement distance of a game character according to the at least one target movement skill, wherein the movement skill is configured to control the game character to move in response to a trigger operation in the game running stage; A movement result determination module configured to determine a movement result of the game character moving from the target start position to the target scene component by the at least one target movement skill in the game running stage according to the target start position, the maximum movement distance, and the target scene component.

15. An electronic device, comprising: a processor; and a memory storing one or more programs, when the one or more programs are executed by the processor, causing the processor to implement the game scene editing method according to any one of claims 1 to 13.

16. A computer readable medium having stored thereon a computer program, the computer program being executed by a processor to implement the game scene editing method according to any one of claims 1 to 13.

17. A computer program product comprising a computer program, the computer program being executed by a processor to implement the game scene editing method according to any one of claims 1 to 13.

Citation Information

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