Game editing method and apparatus, and electronic device

By simplifying game editing through a graphical user interface on the terminal device and generating terrain components using track axes and editing parameters, the high complexity of existing tools is solved, resulting in a low-barrier game editing experience and improved resource utilization.

WO2026001511A1PCT designated stage Publication Date: 2026-01-02NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/097537
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-06-24
Filing Date
2025-05-27
Publication Date
2026-01-02

AI Technical Summary

Technical Problem

Existing game editing tools have a high learning curve, requiring programming knowledge and 3D modeling skills, and are cumbersome to operate, resulting in wasted game resources and low utilization, making them particularly unsuitable for beginners and users who want to quickly build scenes.

Method used

The terminal device provides a graphical user interface, including a display area and an editing area. It uses the first track axis to display terrain markers, responds to editing operations to determine editing parameters, and simplifies the generation and adjustment of terrain components. Users can generate corresponding terrain components simply by dragging and dropping terrain markers.

Benefits of technology

It lowers the barrier to entry for game editing, improves the player's gaming experience and tool utilization, avoids the waste of game resources, and is suitable for the rapid building needs of various users, especially beginners.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game editing method, comprising: in response to a first trigger operation, controlling the display of a first terrain marker on a first track axis (S102); controlling the generation, in a display area, of a first terrain component corresponding to the first terrain marker (S104); in response to an editing operation for the first terrain marker, determining an editing parameter, wherein the editing parameter includes at least one of the following: a size parameter, a position parameter, an angle parameter, and a direction parameter (S106); and updating the first terrain component on the basis of the editing parameter (S108). A user only needs to select an appropriate terrain marker on the basis of his / her own concept, and a player can complete a precise placement operation without the need to perform a more detailed editing operation on the displayed terrain component; thus, the editing approach is simple and has a low entry barrier, and the gaming experience of the player is improved, thereby increasing the utilization rate of game editing tools, and avoiding the waste of game resources.
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Description

Game editing method, device and electronic equipment

[0001] Cross-reference to Related Applications

[0002] The present application claims priority to the Chinese patent application No. 202410823220.8, filed on June 24, 2024, and entitled "Game editing method, device and electronic equipment", 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, and in particular to a game editing method, device and electronic equipment. BACKGROUND

[0004] In current games, a game editing tool for editing a game scene is usually included, and a player can drag different shapes of game models in the form of official components into the game editing scene to perform splicing and combination to edit a complete game scene. However, this way has a high learning threshold, and the player needs to have certain programming knowledge and three-dimensional (3D) modeling skills to effectively use the above editing tool. Even if a simple track is constructed, a large number of operations and settings are needed, and the process from conception to creation is time-consuming and tedious, which affects the game experience of the player, and in turn leads to a low utilization rate of the game editing tool, resulting in waste of game resources. SUMMARY

[0005] According to an aspect of the present disclosure, a game editing method is provided, which runs a graphical user interface provided by a game program through a terminal device, the graphical user interface includes a display area and an editing area, and the editing area includes a first track axis; the method includes: in response to a first trigger operation, controlling to display a first terrain identifier on the first track axis; controlling to generate a first terrain component corresponding to the first terrain identifier in the display area; in response to an editing operation on the first terrain identifier, determining an editing parameter, wherein the editing parameter includes at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter; and updating the first terrain component according to the editing parameter.

[0006] According to one aspect of the present disclosure, a game editing device is provided, which runs a graphical user interface provided by a game program through a terminal device, the graphical user interface comprising a display area and an editing area, the editing area comprising a first track axis; the device comprises: a terrain mark display module configured to display a first terrain mark on the first track axis in response to a first trigger operation; a terrain component generation module configured to generate a first terrain component corresponding to the first terrain mark in the display area; an editing parameter determination module configured to determine an editing parameter in response to an editing operation on the first terrain mark, wherein the editing parameter comprises at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter; and a terrain component update module configured to update the first terrain component according to the editing parameter.

[0007] According to one aspect of the present disclosure, an electronic device is provided, comprising a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the game editing method of any one of the above.

[0008] According to one aspect of the present disclosure, a computer readable storage medium is provided, which stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the game editing method of any one of the above.

[0009] The present disclosure provides a game editing method, device and electronic device, which displays a first terrain mark on a first track axis in response to a first trigger operation; generates a first terrain component corresponding to the first terrain mark in a display area; determines an editing parameter in response to an editing operation on the first terrain mark, wherein the editing parameter comprises at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter; and updates the first terrain component according to the editing parameter. In this way, the user only needs to select appropriate terrain marks according to his own ideas, and drag and drop them to the approximate position of the first track axis through the first trigger operation, so that the corresponding terrain component can be generated in the display area. Without the need for the player to perform more detailed editing operations on the terrain component in the game editing scene, the detailed placement operation can be completed, the editing method is simple and the threshold is low, thereby improving the game experience of the player, and the utilization rate of the game editing tool is improved, and the waste of game resources is avoided.

[0010] Other features and advantages of the present disclosure will be set forth in the following description, and in part will become apparent from the description, or can be learned by practice of the present disclosure. The objects and other advantages of the present disclosure will be achieved and obtained by means of the structures particularly pointed out in the description, the claims, and the accompanying drawings. In order to make the above objects, features and advantages of the present disclosure more apparent, the following preferred embodiments are specifically described with reference to the accompanying drawings. BRIEF DESCRIPTION OF DRAWINGS

[0011] FIG. 1 is a flowchart of one of the game editing methods provided by the embodiments of the present disclosure;

[0012] FIG. 2 is a schematic diagram of one of the graphical user interfaces provided by the embodiments of the present disclosure;

[0013] FIG. 3 is a schematic diagram of another of the graphical user interfaces provided by the embodiments of the present disclosure;

[0014] FIG. 4 is a schematic diagram of another of the graphical user interfaces provided by the embodiments of the present disclosure;

[0015] FIG. 5 is a schematic diagram of another of the graphical user interfaces provided by the embodiments of the present disclosure;

[0016] FIG. 6 is a schematic diagram of another of the graphical user interfaces provided by the embodiments of the present disclosure;

[0017] FIG. 7 is a schematic diagram of another of the graphical user interfaces provided by the embodiments of the present disclosure;

[0018] FIG. 8 is a schematic diagram of another of the graphical user interfaces provided by the embodiments of the present disclosure;

[0019] FIG. 9 is a schematic diagram of another of the graphical user interfaces provided by the embodiments of the present disclosure;

[0020] FIG. 10 is a schematic diagram of a game editing device provided by the embodiments of the present disclosure;

[0021] FIG. 11 is a schematic diagram of an electronic device provided by the embodiments of the present disclosure. DETAILED DESCRIPTION

[0022] In order to make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be described clearly and completely below with reference to the drawings, obviously, the described embodiments are some but not all of the embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative work fall within the scope of protection of the present disclosure.

[0023] At present, a game usually includes a game editing tool for editing a game scene, and a player can drag different shapes of game models in the form of official components into the game editing scene to splice and combine to edit a complete game scene.

[0024] Taking the editing of a race track scene as an example, in a related technology, in the Unity engine, a user can create a race track by using built-in 3D object tools. For example, the user can select the "cube" tool, and then build the race track by stretching, rotating, copying, and pasting the cubes. The user can also use the "terrain" tool to create natural hills and valleys as the background of the race track. Then, the user can select various prefabricated decorations and mechanisms in the "asset library" and drag them onto the race track. This process takes a certain amount of time and technical knowledge, but can achieve a highly customized race track design.

[0025] In another related technology, in the Unreal Engine (UE), a user can use the "building block" tool to create a race track. The user can select various shapes and sizes of blocks, and build the race track by dragging, rotating, and scaling the blocks. The user can also use the "terrain editing" tool to create complex terrain as the environment of the race track. In addition, Unreal Engine provides a powerful material and lighting system, which the user can use to increase the visual effects of the race track. Although this process requires a certain learning curve, it can produce professional-level race track designs.

[0026] The biggest drawback of using existing engine editors such as Unity and Unreal Engine for map design is the complexity and high technical requirements of these tools. Users need to have certain programming knowledge and 3D modeling skills to effectively use these tools. In addition, even simple race track construction requires a lot of manual operation and meticulous settings, which makes the process from design to creation time-consuming and tedious. For users who want to quickly design and create a race track, especially beginners and non-professionals, these factors may cause a usage barrier. It also leads to low utilization of game editing tools, resulting in waste of game resources. In addition, existing mobile games can only use horizontal screen handheld mode to edit the race track, and cannot use vertical screen handheld mode to edit, which greatly limits the use scenarios. Based on this, the game editing method, device and electronic equipment provided by the embodiments of the present disclosure can be applied to mobile phones, computers, laptops, tablets, computers and other devices.

[0027] The game editing method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game 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.

[0028] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a 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 game editing method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. 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.

[0029] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, the conventional game program is downloaded and installed through an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the 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 used for presenting a graphical user interface including a game picture and a processor used for running the game, generating the graphical user interface and controlling the display of the graphical user interface on the display screen.

[0030] In a possible embodiment, the embodiment of the present application provides a game editing method, which runs a graphical user interface provided by a game program through a terminal device. The terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above. The graphical user interface includes a display area and an editing area, and the editing area includes a first track axis. As shown in FIG. 1, the method includes the following steps:

[0031] Step S102, in response to a first trigger operation, a first terrain identifier is displayed on the first track axis.

[0032] A possible way is that the display area is a scene preview area of a three-dimensional game scene; another possible way is that the display area is used for displaying a three-dimensional game scene.

[0033] The graphical user interface can be a vertical screen corresponding interface or a horizontal screen corresponding interface. Taking the vertical screen corresponding interface as an example, one possible distribution of the display area and the editing area is that the display area is located in the upper area or the lower area of the editing area. Taking the horizontal screen corresponding interface as an example, one possible distribution of the display area and the editing area is that the display area is located in the left area or the right area of the editing area. There is no overlap between the display area and the editing area. For example, as shown in FIG. 2, the vertical screen corresponding interface, the upper area is the display area, and the lower area is the editing area.

[0034] Taking the display area for displaying the track editing scene as an example, the track editing scene includes a start point identifier “start point” of a track start point and an end point identifier “end point” of a track end point; the editing area includes a first track axis, and the start point of the first track axis represents the track start point, and the end point of the first track axis represents the track end point.

[0035] The terrain identifier can be a text identifier, a pattern identifier, or a combination of a text and a pattern identifier. Different terrain identifiers correspond to different shapes of terrains. Taking the terrain identifier as a track identifier as an example, the track identifier includes different shapes such as a straight track, a curved track, a sharp curved track, and the like. Optionally, the editing area further includes a terrain control. In one possible implementation, in response to a triggering operation on the terrain control, a plurality of terrain identifiers are displayed in the editing area. The triggering operation can be a finger touch operation, a mouse click operation, an operation on a specified key of a keyboard, or an operation on a specified key of a gamepad.

[0036] Taking the terrain identifier as a track identifier as an example, and taking the terrain control as a track control as an example, as shown in FIG. 2, the editing area includes a track control. Triggering the track control displays a plurality of track identifiers, as shown in FIG. 3, a straight track identifier, a sharp curved track identifier, a hairpin curve identifier, and the like. Optionally, the plurality of track identifiers are displayed in a specified sub-area of the editing area. The specified sub-area further includes a return control. In response to a triggering operation on the return control, the plurality of track identifiers are canceled. Optionally, in response to a sliding operation on the specified sub-area, the plurality of track identifiers are controlled to be displayed in the specified sub-area.

[0037] The first triggering operation can be a drag operation or a click operation. Optionally, in response to a click operation on the first terrain identifier, the first terrain identifier is displayed on the first track axis. Optionally, in response to a drag operation on the first terrain identifier, the first terrain identifier is dragged onto the first track axis, and the first terrain identifier is displayed on the first track axis.

[0038] The click operation can be a finger touch operation, a mouse click operation, an operation on a specified key of a keyboard, or an operation on a specified key of a gamepad. The drag operation can be a finger touch sliding operation on the first terrain identifier, or a mouse press sliding operation on the first terrain identifier. Optionally, in response to the drag operation on the first terrain identifier in the plurality of terrain identifiers, the first terrain identifier is controlled to move on the editing area, and in response to the movement of the first terrain identifier to the first track axis, the first terrain identifier is automatically attached to the first track axis, such as the end position of the first track axis.

[0039] Taking the first terrain identifier as the first track identifier, for example, as shown in FIG. 3, the movement of the first track identifier to the first track axis is shown.

[0040] The terrain identifier can be a plurality of terrain identifiers preset by the system, or a terrain identifier edited or stored by the player.

[0041] In step S104, a first terrain component corresponding to the first terrain identifier is generated in the display area.

[0042] Optionally, the first terrain component is generated in the three-dimensional game scene and previewed through the display area, or the first terrain component is generated in the three-dimensional game scene displayed in the display area.

[0043] Optionally, the display area includes a start point identifier and an end point identifier. Since there is no terrain identifier on the first track axis at this time, the first identifier end (i.e., the start point position) of the first terrain identifier is connected to the start point of the first track axis, and the second identifier end (i.e., the end point position) of the first terrain identifier is connected to the end point of the first track axis. Meanwhile, a first terrain component corresponding to the first terrain identifier is generated in the display area. At this time, the first component end (i.e., the start position) of the first terrain component is connected to the start point identifier in the display area, and the second component end (i.e., the end position) of the first terrain component is connected to the end point identifier. Without the user adjusting the specific generation position of the first terrain component in the display area, the first terrain component can be directly generated between the start point and the end point of the display area as long as the first terrain identifier is moved to the first track axis.

[0044] For example, as shown in FIG. 4, the first track identifier "straight line" is displayed between the start point position and the end point position of the first track axis, and the first track component is generated between the start point and the end point of the display area. Of course, other track identifiers can also be moved to the first track axis to control the end point position of the display area to generate a track component corresponding to the other track identifiers.

[0045] Optionally, the plurality of terrain identifiers are displayed, and in response to a click operation on a first terrain identifier in the plurality of terrain identifiers, the first terrain identifier is displayed on the first track axis, and a first terrain component corresponding to the first terrain identifier is generated in the display area.

[0046] Optionally, the plurality of terrain identifiers are displayed, and in response to a first dragging operation on a first terrain identifier in the plurality of terrain identifiers, the first terrain identifier is moved to the first track axis; and in response to the end of the first dragging operation, the first terrain identifier is displayed on the first track axis, and a first terrain component corresponding to the first terrain identifier is generated in the display area.

[0047] In step S106, in response to an editing operation on the first terrain identifier, an editing parameter is determined, wherein the editing parameter includes at least one of a size parameter, a position parameter, an angle parameter, and a direction parameter.

[0048] Optionally, in response to a first editing operation on the first terrain identifier, a size parameter and a position parameter of the first terrain identifier are determined. For example, in response to a length adjustment operation on the first terrain identifier, the size parameter of the first terrain identifier is determined; for another example, in response to a position adjustment operation on the first terrain identifier, the position parameter of the first terrain identifier is determined.

[0049] Optionally, in response to a second editing operation on the first terrain identifier, an angle parameter and a direction parameter of the first terrain identifier are determined. For example, in response to a designation operation on the first terrain identifier, an editing page is displayed, and in response to an angle editing operation on the editing page, the angle parameter of the first terrain identifier is determined; for another example, in response to a direction editing operation on the editing page, the direction parameter of the first terrain identifier is determined.

[0050] Taking the terrain identifier as a track identifier as an example, the editing parameter includes at least one of a track length, a track width, a track position, a track angle, a track turning, and a track slope.

[0051] Optionally, the display area is used to display a game editing scene, and the game editing scene includes an editing start point and an editing end point; a start point of the first track axis represents the editing start point, and an end point of the first track axis represents the editing end point. A first identifier end of the first terrain identifier is connected to the start point of the first track axis, and a second identifier end of the first terrain identifier is connected to the end point of the first track axis; a first component end of the first terrain component is connected to the editing start point, and a second component end of the first terrain component is connected to the editing end point.

[0052] As shown in FIG. 2, the game editing scene includes an editing start point (e.g., the "start point" in FIG. 2) and an editing end point (e.g., the "end point" in FIG. 2) as examples. As shown in FIG. 4, the first identification end (start point position) of the first track identification (e.g., the straight track identification in FIG. 4) is connected to the start point of the first track axis, and the second identification end (end point position) of the first track identification is connected to the end point of the first track axis. The first component end (start point position) of the first track component is connected to the editing start point, and the second component end (end point position) of the first track component is connected to the editing end point.

[0053] In step S108, the first terrain component is updated according to the editing parameters.

[0054] For example, the component length, width, etc. of the first terrain component are updated according to the size parameters of the first terrain component. The component position of the first terrain component is updated according to the position parameters of the first terrain component. The component curvature or slope, etc. of the first terrain component are updated according to the angle parameters of the first terrain component. The component orientation, etc. of the first terrain component are updated according to the direction parameters of the first terrain component.

[0055] In the above embodiment, one possible implementation is that a three-dimensional game scene is generated according to the terrain components included in the display area. Optionally, one or more terrain components included in the display area are generated into corresponding continuous terrains. Optionally, in response to a save instruction, continuous terrains are generated according to the terrain components included in the display area; or, in response to a trial instruction, continuous terrains are generated according to the terrain components included in the display area.

[0056] As an example, according to the track components included in the track editing scene displayed by the display area, a continuous track is generated. Optionally, one or more track components included in the track editing scene are generated into corresponding continuous tracks. Optionally, in response to a save instruction for the track editing scene, continuous tracks are generated according to the track components included in the track editing scene; or, in response to a trial instruction for the track editing scene, continuous tracks are generated according to the track components included in the track editing scene.

[0057] The embodiment of the present disclosure provides a game editing method, in response to a first trigger operation, a first terrain identifier is displayed on a first track axis; a first terrain component corresponding to the first terrain identifier is generated in a display area; in response to an editing operation on the first terrain identifier, an editing parameter is determined, wherein the editing parameter comprises at least one of the following parameters: a size parameter, a position parameter, an angle parameter and a direction parameter; and the first terrain component is updated according to the editing parameter. In this way, the user only needs to select appropriate terrain identifiers according to his own ideas, and drag and drop them to a rough position of the first track axis through the first trigger operation, so that the corresponding terrain component can be generated in the display area. Without the need for the player to perform more detailed editing operations on the terrain component in the game editing scene, the detailed placement operation can be completed, the editing method is simple and the threshold is low, so that the game experience of the player is improved, the utilization rate of the game editing tool is improved, and the waste of game resources is avoided.

[0058] After the first terrain component corresponding to the first terrain identifier is generated in the display area, the above method further comprises: in response to a second trigger operation, a second terrain identifier is displayed on the first track axis, and a second terrain component corresponding to the second terrain identifier is generated in the display area; wherein the first terrain identifier and the second terrain identifier displayed on the first track axis are connected with each other, and the first terrain component and the second terrain component generated in the display area are connected with each other.

[0059] The second identifier end of the first terrain identifier displayed on the first track axis is connected with the first identifier end of the second terrain identifier, and the second component end of the first terrain component generated in the display area is connected with the first component end of the second terrain component identifier; or the second identifier end of the second terrain identifier displayed on the first track axis is connected with the first identifier end of the first terrain identifier, and the second component end of the second terrain component is connected with the first component end of the first terrain component identifier.

[0060] Optionally, in response to a second dragging operation on the second terrain identifier in the plurality of terrain identifiers, the second terrain identifier is moved to a specified position of the first track axis; in response to the end of the second dragging operation, a target position of displaying the second terrain identifier on the first track axis and a region position of generating a second terrain component corresponding to the second terrain identifier in the display area are determined according to the specified position; the target position of the first track axis displays the second terrain identifier, and the region position of the display area generates the second terrain component corresponding to the second terrain identifier.

[0061] Optionally, in response to the click operation on the second terrain mark in the plurality of terrain marks, a target position of the second terrain mark on the first track axis is determined, and a region position of the second terrain mark corresponding second terrain component in the display region is determined; the target position of the first track axis displays the second terrain mark, and the region position of the display region generates the second terrain component corresponding to the second terrain mark.

[0062] The start position of the second terrain mark (first mark end) is connected with the end position of the first terrain mark (second mark end), the end position of the second terrain mark is connected with the end of the first track axis, the start position of the second terrain component (first component end) is connected with the end position of the first terrain component (second component end), and the end position of the second terrain component is connected with the end mark; or, the start position of the second terrain mark is connected with the start of the first track axis, the end position of the second terrain mark is connected with the start position of the first terrain mark, the start position of the second terrain component is connected with the start mark, and the end position of the second terrain component is connected with the start position of the first terrain component.

[0063] The second dragging operation is the same as the first dragging operation. According to the specified position, a target position of the second terrain mark on the first track axis is determined, and a region position of the second terrain mark corresponding second terrain component in the display region is determined.

[0064] One possible way is that if the specified position is located in the start region of the first terrain mark, the start of the target position is the start position of the first track axis, the end of the target position is the start position of the first terrain mark, the start of the region position is the start mark of the display region, and the end of the region position is the start position of the first terrain component. At this time, the start position of the second terrain mark is connected with the start of the first track axis, the end position of the second terrain mark is connected with the start position of the first terrain mark, the start position of the second terrain component is connected with the start mark, and the end position of the second terrain component is connected with the start position of the first terrain component.

[0065] For example, if the specified position is located in the end region of the first terrain mark, the start of the target position is the end position of the first terrain mark, and the end of the target position is the end of the first track axis. If the specified position is located in the end region of the first terrain mark, the start of the region position is the end of the first terrain component, and the end of the region position is the start of the first terrain component. At this time, the start position of the second terrain mark is connected with the end position of the first terrain mark, the end position of the second terrain mark is connected with the end of the first track axis, the start position of the second terrain component is connected with the end position of the first terrain component, and the end position of the second terrain component is connected with the end mark.

[0066] As an example, the terrain identifier is taken as a track identifier, as shown in FIG. 5, the player drags the second track identifier "sharp turn" to the end position area of the first track identifier, and after the player releases the second track identifier, the second track identifier is displayed between the end position of the first track identifier and the end of the first track axis, and a second track component is generated between the end position of the first track component and the end identifier.

[0067] In the above manner, the region position of the terrain component can be directly determined by moving the terrain identifier to the specified position of the first track axis, and the terrain components generated in this manner are continuous, and the terrain components do not need to be finely adjusted in the display region, thereby further simplifying the editing operation.

[0068] In a possible manner, the target position and the region position are not determined according to the specified position, but a default manner is used: in response to a second dragging operation on a second terrain identifier in the plurality of terrain identifiers, the second terrain identifier is controlled to move to the first track axis; in response to the end of the second dragging operation, the second terrain identifier is displayed on the first track axis, and a second terrain component corresponding to the second terrain identifier is generated in the display region; wherein the start position of the second terrain identifier is connected to the end position of the first terrain identifier, and the end position of the second terrain identifier is connected to the end of the first track axis; the start position of the second terrain component is connected to the end position of the first terrain component, and the end position of the second terrain component is connected to the end identifier.

[0069] The size parameter includes an identifier length; in response to an editing operation on the first terrain identifier, an editing parameter is determined, and the first terrain component is updated according to the editing parameter, and in a possible implementation, an adjustment identifier of the first terrain identifier is displayed; in response to an adjustment operation on the adjustment identifier, the identifier length of the first terrain identifier is adjusted; and the component length of the first terrain component corresponding to the first terrain identifier is adjusted according to the adjusted identifier length of the first terrain identifier.

[0070] Optionally, the adjustment identifier of the first terrain identifier is always displayed; or, in response to a trigger operation on the first terrain identifier, the adjustment identifier of the first terrain identifier is displayed; and the adjustment operation is usually a sliding operation. The adjustment identifier usually refers to the edge of the first terrain identifier, such as the left edge and the right edge of the first terrain identifier.

[0071] Optionally, in response to a trigger operation for the first terrain identifier, a start edge identifier and an end edge identifier of the first terrain identifier are displayed; in response to a left swipe operation for the start edge identifier, the identification length of the first terrain identifier is increased, and the component length of the first terrain component corresponding to the first terrain identifier is increased; in response to a right swipe operation for the start edge identifier, the identification length of the first terrain identifier is decreased, and the component length of the first terrain component corresponding to the first terrain identifier is decreased. In response to a left swipe operation for the end edge identifier, the identification length of the first terrain identifier is decreased, and the component length of the first terrain component corresponding to the first terrain identifier is decreased; in response to a right swipe operation for the end edge identifier, the identification length of the first terrain identifier is increased, and the component length of the first terrain component corresponding to the first terrain identifier is increased.

[0072] For example, as shown in FIG. 6, the second track identifier is clicked, and at this time, edge identifiers are displayed at the start position and the end position of the second track identifier; for example, as shown in FIG. 7, in response to a right swipe operation for the edge identifier displayed at the end position, the identification length of the first track identifier is increased, and the component length of the first track component corresponding to the first track identifier is increased.

[0073] In the above manner, the component length of the terrain component can be edited directly on the first track axis for the terrain identifier, without the need for the player to perform editing operations for the terrain component in the display area, further simplifying the editing operation.

[0074] The step of adjusting the component length of the first terrain component according to the adjusted identification length of the first terrain identifier includes: adjusting the component length of the first terrain component according to the adjusted identification length of the first terrain identifier and the identification shape of the first terrain identifier; wherein the adjustment manner of the component length is different for different shapes of the terrain identifier.

[0075] If the first terrain identifier has a curvature, the adjusted length of the part of the terrain component having the curvature in the adjusted first terrain component is the same as the adjusted length of the part of the terrain component not having the curvature in the adjusted first terrain component.

[0076] That is, if the first terrain mark has no bend and the first terrain mark increases the first distance, the first terrain component is directly extended left and right by the first distance. If the first terrain mark has a bend and the first terrain mark increases the first distance, the first terrain component is increased by the first distance as a whole, so that the adjustment length of each position in the first terrain component is the same, that is, the adjustment length of the part of the terrain component with a bend in the first terrain component after adjustment is the same as the adjustment length of the part of the terrain component without a bend in the first terrain component after adjustment. For example, for a race track with a right-angle bend, if the first terrain mark increases by 10 meters, the race track corresponding to the right-angle bend is controlled to increase by 5 meters, the race track corresponding to the non-right-angle bend is controlled to increase by 5 meters, and the entire race track is controlled to increase by 10 meters.

[0077] In response to the editing operation on the first terrain mark, the step of determining the editing parameter includes:

[0078] (1) In response to a specified operation on the first terrain mark, a first editing page for the first terrain component is displayed on the graphical user interface.

[0079] The specified operation can be a long press operation, a sliding operation, etc. of a finger, can also be a right-click operation of a mouse, and can also be a trigger operation of a specified key of a gamepad, etc. Optionally, in response to a trigger operation on the first terrain mark, a first editing control is displayed on the graphical user interface, and in response to a trigger operation on the first editing control, the first editing page for the first terrain component is displayed on the graphical user interface.

[0080] (2) In response to a first editing operation on the first editing page, an editing parameter of the first terrain component is determined.

[0081] Optionally, the first terrain mark is a track mark, and the editing parameter includes at least one of the following parameters: a track turning parameter, a track angle parameter, a track slope parameter, a track width parameter, and a track length parameter. The first editing operation can be a selection operation, an input operation, a sliding operation, etc. Taking the first terrain mark as a track mark as an example, the current track turning is left turning, and the user can adjust it to right turning; for example, the current track angle is 45°, and the user can adjust it to 60°, etc. At this time, the first track component updates the turning, angle, slope, width, and length of the track component according to the updated editing parameter.

[0082] In the above manner, the terrain component can be edited more carefully by determining the editing parameter, without the need for editing operations on the terrain component in the display area.

[0083] The method further comprises: in response to a touch operation on the first terrain mark displayed on the first track axis, adjusting the display position of the first terrain mark on the first track axis; adjusting the display position of the second terrain mark on the first track axis according to the display position of the first terrain mark on the first track axis; and adjusting the positions of the first terrain component and the second terrain component in the display region according to the display positions of the first terrain mark and the second terrain mark on the first track axis.

[0084] The touch operation can be a click operation or a drag operation. For example, in response to a drag operation on the first terrain mark displayed on the first track axis, the first terrain mark is dragged to the display position of the second terrain mark or to the end position of the first track axis. In response to the end of the drag operation, the display positions of the first terrain mark and the second terrain mark are exchanged, and the positions of the first terrain component and the second terrain component in the display region are exchanged.

[0085] For another example, if the first track axis displays the first terrain mark, the second terrain mark and the third terrain mark in sequence, in response to a drag operation on the first terrain mark displayed on the first track axis, the first terrain mark is dragged to the display position of the third terrain mark or to the end position of the first track axis. In response to the end of the drag operation, the display positions of the first terrain mark and the third terrain mark are exchanged, or the first terrain mark is displayed at the position of the third terrain mark, the second terrain mark is displayed at the position before the first terrain mark is dragged, and the third terrain mark is displayed at the position before the second terrain mark is moved, and the positions of the first terrain component and the third terrain component in the display region are exchanged, or the first terrain component is moved to the position of the third terrain component, the second terrain mark is moved to the position before the first terrain component is moved, and the third terrain component is displayed at the position before the second terrain component is moved.

[0086] In the above manner, the player can perform a simple touch operation on the terrain mark on the first track axis to change the positions of the terrain components, and the terrain components after the change are still continuous, without the player directly adjusting the positions of the terrain components in the display region.

[0087] The track length of the first track axis corresponds to the component length of the terrain components displayed in the display region. In this embodiment, the terrain components are track components, and the track length of the first track axis corresponds to the track length of the continuous track generated by the display region. For example, as shown in FIG. 2-7, the track length above the first track axis corresponds to the component length. For example, the track length of 1 cm in the first track axis corresponds to the component length of 100 m.

[0088] The above method uses the component length to replace the first track axis in video editing, analogous to game progress, as the core editing reference. Terrain modules of different shapes are represented as square modular controls. The width, front / back position, color attributes, and layer attributes of these squares are mapped to the track for splicing, position, order, and length adjustment. Within the scene, the track / levels / landscapes are adjusted in real-time based on the connections on the track axis, merging and connecting them.

[0089] The above method also includes: (1) displaying a second track axis in the editing area;

[0090] Optionally, by default, the editing area displays a second track axis, which typically shows the track axis for decorative props and the track axis for mechanical props.

[0091] Optionally, the editing area includes adding controls, and in response to a trigger operation for adding controls, displaying a first control and a second control; in response to a trigger operation for the first control, displaying a decorative prop track axis in the editing area; and in response to a trigger operation for the second control, displaying a mechanism prop track axis in the editing area.

[0092] (2) In response to the third trigger operation, control the display of the first item icon on the second track axis;

[0093] (3) Control the generation of the first prop component corresponding to the first prop identifier in the display area.

[0094] Optionally, multiple prop icons are displayed, and in response to a touch operation on the first prop icon among the multiple prop icons, the first prop icon is controlled to move to the second track axis; based on the movement position of the first prop icon on the second track axis, the first prop icon is controlled to be displayed at the movement position on the second track axis; and the first prop component corresponding to the first prop icon is controlled to be generated at the target terrain component corresponding to the target terrain icon at the movement position.

[0095] Optionally, the editing area includes item controls; in response to a trigger action on the item controls, multiple item icons are displayed in the editing area.

[0096] Optionally, the first item component can be generated at the target location of the target terrain component corresponding to the target terrain component, based on the road type of the first item component corresponding to the first item identifier.

[0097] Optionally, the aforementioned prop identifiers include decorative prop identifiers and mechanism prop identifiers, and the second track axis includes decorative prop track axis and mechanism prop track axis; the decorative prop identifier corresponds to the decorative prop track axis, and the mechanism prop identifier corresponds to the mechanism prop track axis.

[0098] Optionally, the first prop component corresponding to the first prop identifier is generated on the target terrain component corresponding to the target terrain identifier at the moving position, such as being generated on the surface of the target terrain component; or the first prop component corresponding to the first prop identifier is generated on the side of the target terrain component corresponding to the target terrain identifier at the moving position, such as being generated on both sides of the target terrain component.

[0099] In response to the touch operation on the first prop identifier in the plurality of prop identifiers, the first prop identifier is controlled to move to the second track axis. In one possible implementation, in response to the touch operation on the first decoration prop identifier in the plurality of decoration prop identifiers, the first decoration prop identifier is controlled to move to the decoration prop track axis.

[0100] According to the moving position of the first prop identifier on the second track axis, the first prop identifier is displayed at the moving position of the second track axis. In one possible implementation, according to the moving position of the first decoration prop identifier on the decoration prop track axis, the first decoration prop identifier is displayed at the moving position of the decoration prop track axis.

[0101] The first prop component corresponding to the first prop identifier is generated on the target terrain component corresponding to the target terrain identifier at the moving position. In one possible implementation, the first decoration prop component corresponding to the first decoration prop identifier is generated on the surface or both sides of the target terrain component corresponding to the target terrain identifier at the moving position.

[0102] Optionally, according to the prop type of the decoration prop, the first decoration prop component corresponding to the first decoration prop identifier is generated on the surface or both sides of the target terrain component corresponding to the target terrain identifier; wherein the decoration prop component of the first prop type is displayed on the surface of the target terrain component, and the decoration prop component of the second prop type is displayed on both sides of the surface of the target terrain component. The decoration prop component of the first prop type includes road signs, obstacles, and the like, and the decoration prop component of the second prop type includes green trees, flowers, and rockery.

[0103] For example, the terrain identifier is a track identifier, as shown in FIG. 8, the displayed decoration prop identifiers include green tree identifiers, rockery identifiers, traffic control identifiers, and the like. If the green tree identifier is moved to the first time position (i.e., the moving position) of the decoration prop track axis, if the target track identifier at the first time position is a first track identifier, the first decoration prop identifier is displayed at the moving position of the decoration prop track axis, and the green trees are generated on both sides of the first track component.

[0104] The above response is for a touch operation on the first item icon among multiple item icons, controlling the first item icon to move to the second track axis. Another possible implementation is to respond to a touch operation on the first mechanism item icon among multiple mechanism item icons, controlling the first mechanism item icon to move to the mechanism item track axis.

[0105] The above-mentioned method controls the display of the first prop icon at the moving position of the second track axis based on the moving position of the first prop icon. Another possible implementation is to control the display of the first mechanism prop icon at the moving position of the mechanism prop track axis based on the moving position of the first mechanism prop icon.

[0106] The above-mentioned control generates the first prop component corresponding to the first prop icon at the target terrain component corresponding to the target terrain icon corresponding to the movement position. Another possible implementation is to control the generation of the first mechanism prop component corresponding to the first mechanism prop icon on the surface of the target terrain component corresponding to the target terrain icon corresponding to the movement position.

[0107] The mechanical prop components corresponding to the above-mentioned mechanical prop markings typically include acceleration strips, speed bumps, etc.

[0108] For example, taking terrain markers as track markers, as shown in Figure 9, the displayed mechanism markers include acceleration strips, deceleration strips, etc. When the acceleration strip is moved to the second time position (i.e., the aforementioned moving position) on the mechanism track axis, if the target track marker at the second time position is the first track marker, the acceleration strip marker is displayed at the moving position on the mechanism track axis, and an acceleration strip is simultaneously generated on the first track component. If the deceleration strip is moved to the third time position (i.e., the aforementioned moving position) on the mechanism track axis, if the target track marker at the third time position is the second track marker, the deceleration strip marker is displayed at the moving position on the mechanism track axis, and a deceleration strip is simultaneously generated on the first track component.

[0109] By placing various object modules (such as buildings, vegetation, and mechanical obstacles) on the landscape / mechanism track (i.e., the second track axis mentioned above), the aesthetics and playability of the track are enriched on the basis of the main track.

[0110] The above method also includes: displaying an adjustment indicator for the first item identifier; responding to an adjustment operation on the adjustment indicator, adjusting the identifier length of the first item identifier, and adjusting the component length of the first item component corresponding to the first item identifier.

[0111] Optionally, the adjustment identifier of the first prop identifier is always displayed; or, the adjustment identifier of the first prop identifier is displayed in response to a trigger operation for the first prop identifier; wherein the adjustment operation generally refers to a sliding operation. The above-mentioned adjustment identifier generally refers to the edge of the first prop identifier, such as the left edge and the right edge of the first prop identifier.

[0112] Optionally, in response to a trigger operation for the first prop identifier, a start edge identifier and an end edge identifier of the first prop identifier are displayed; in response to a left sliding operation for the start edge identifier, the identifier length of the first prop identifier is controlled to increase, and the component length of the first prop component corresponding to the first prop identifier is controlled to increase; in response to a right sliding operation for the start edge identifier, the identifier length of the first prop identifier is controlled to decrease, and the component length of the first prop component corresponding to the first prop identifier is controlled to decrease. In response to a left sliding operation for the end edge identifier, the identifier length of the first prop identifier is controlled to decrease, and the component length of the first prop component corresponding to the first prop identifier is controlled to decrease; in response to a right sliding operation for the end edge identifier, the identifier length of the first prop identifier is controlled to increase, and the component length of the first prop component corresponding to the first prop identifier is controlled to increase.

[0113] For example, the green trees on both sides of the first track component can be increased, so that green trees are generated on both sides of the second track component. In the above-mentioned manner, the editing of the component length of the prop component can be completed by directly editing the prop identifier on the second track axis, without the need for the player to perform editing operations such as lengthening on the prop component in the track editing scene, further simplifying the editing operation.

[0114] The above-mentioned step of adjusting the identifier length of the first prop identifier and adjusting the component length of the first prop component corresponding to the first prop identifier in response to the adjustment operation for the adjustment identifier, a possible implementation manner is as follows:

[0115] In response to the adjustment operation for the adjustment identifier, the identifier length of the first prop identifier is adjusted; according to the adjusted identifier length of the first prop identifier and the identifier shape of the target terrain identifier corresponding to the first prop identifier, the component length of the first prop component corresponding to the first prop identifier is adjusted; wherein the adjustment manner of the component length is different for different shapes of the terrain identifier.

[0116] If the target terrain identifier has a curvature, the adjusted length of the part of the first prop component having the curvature in the adjusted first prop component is the same as the adjusted length of the part of the first prop component not having the curvature in the adjusted first prop component.

[0117] That is, if the target terrain mark does not have a curvature and the first prop mark increases the first distance, the first prop component is directly extended left and right by the first distance. If the target terrain mark has a curvature and the first prop mark increases the first distance, the first prop component is increased by the first distance as a whole, so that the adjustment length of each position in the first prop component is the same, that is, the adjustment length of the part of the prop component with a curvature in the first prop component after the adjustment is the same as the adjustment length of the part of the prop component without a curvature in the first prop component after the adjustment. For example, the target terrain mark is a straight corner track, and the first prop component is a straight corner greenery; if the first prop mark increases by 10 meters, the straight greenery corresponding to the straight corner in the straight corner greenery is controlled to increase by 5 meters, the greenery corresponding to the non-straight corner in the straight corner greenery is controlled to increase by 5 meters, and the straight corner greenery as a whole is controlled to increase by 10 meters.

[0118] The method further includes: in response to a specified operation on the first prop mark, displaying a second editing page for the first prop component on the graphical user interface; in response to a second editing operation on the second editing page, adjusting prop information of the first prop component; wherein the prop information includes at least one of the following: prop size and prop orientation; and in response to completion of the second editing operation, updating the first prop component in the track editing scene based on the adjusted prop information of the first prop component.

[0119] Optionally, the prop size includes prop size, prop width, and prop length. The specified operation can be a long press operation, a sliding operation, or the like of a finger, can be a right-click operation of a mouse, and can be a trigger operation of a specified key of a gamepad, or the like. Optionally, in response to the trigger operation on the first prop mark, a second editing control is displayed on the graphical user interface, and in response to a trigger operation on the second editing control, the second editing page for the first prop component is displayed on the graphical user interface.

[0120] The second editing operation can be a selection operation, an input operation, a sliding operation, or the like. For example, the current prop size is 10%, which can be adjusted to 20% by a user; for another example, the current prop orientation is 45°, which can be adjusted to 60° by a user, or the like. At this time, the first prop component is updated in size, orientation, width, length, or the like according to the updated prop information.

[0121] In the above manner, the prop component can be edited more meticulously by changing the prop information, without the need for editing operations on the prop component in the track editing scene.

[0122] The method further includes: in response to a touch operation on the first prop identifier displayed on the second track axis, adjusting the display position of the first prop identifier on the second track axis; and adjusting the position of the first prop component in the display region according to the display position of the first prop identifier on the second track axis.

[0123] For example, in response to a drag operation on the first prop identifier displayed on the second track axis, the first prop identifier is dragged to the position where the second prop identifier is displayed, or to the end position of the second track axis. In response to the end of the drag operation, the display positions of the first prop identifier and the second prop identifier are exchanged, and the positions of the first prop component and the second prop component in the display region are exchanged.

[0124] For another example, if the first prop identifier, the second prop identifier and the third prop identifier are displayed in sequence on the second track axis, in response to a drag operation on the first prop identifier displayed on the second track axis, the first prop identifier is dragged to the position where the third prop identifier is displayed, or to the end position of the second track axis. In response to the end of the drag operation, the display positions of the first prop identifier and the third prop identifier are exchanged, or the first prop identifier is displayed at the position of the third prop identifier, the second prop identifier is displayed at the position before the first prop identifier is dragged, and the third prop identifier is displayed at the position before the second prop identifier is moved, and the positions of the first prop component and the third prop component in the display region are exchanged, or the first prop component is moved to the position of the third prop component, the second prop identifier is moved to the position before the first prop component is moved, and the third prop component is displayed at the position before the second prop component is moved.

[0125] In the above manner, the player can perform a simple touch operation on the prop identifier on the second track axis to change the positions of the prop components, and the prop components after the positions are changed are displayed on both sides or the surface of the terrain component according to the prop type, without the player directly performing a position adjustment operation on the prop components.

[0126] The length of the track of the second track axis corresponds to the length of the component of the display region. Taking the terrain identifier as the track identifier as an example, as shown in the lengths of the tracks above the first track axis and the second track axis in FIGS. 8-9, each length of the track corresponds to a length of the track, for example, the length of 1 cm of the track in the second track axis corresponds to the length of 100 m of the track.

[0127] The terrain identifier is the track identifier, and the terrain component is the track component. The method further includes: generating a continuous track according to the track components included in the display region. Optionally, a continuous track is generated according to the track components and the prop components included in the display region.

[0128] Optionally, the display area displays one or more track components included in the track editing scene and one or more prop components, and generates a corresponding continuous track.

[0129] Optionally, in response to a save instruction for the track editing scene, a continuous track is generated according to the track components and the prop components included in the track editing scene; or, in response to a test instruction for the track editing scene, a continuous track is generated according to the track components and the prop components included in the track editing scene.

[0130] The display area described above further includes a test control; and the method described above further includes: in response to a triggering operation on the test control, displaying a game running scene corresponding to the game editing scene on the graphical user interface.

[0131] Taking the game editing scene as the track editing scene as an example, in response to a triggering operation on the test control, a track running scene corresponding to the track editing scene is displayed on the graphical user interface. The player can switch the display area and the editing area currently displayed to a scene picture of the running scene by clicking the test control, and can control a virtual vehicle in the scene to test in the continuous track to confirm whether the edited track is reasonable.

[0132] The method described above further includes: in response to a sliding operation on the first track axis, controlling the display area to display the game running scene. This embodiment takes the game running scene as the track running scene as an example. In the interactive mode of testing the track, the entire first track axis can be dragged left and right, and the effect can be viewed in real time in the display area above, just like playing a video. There is no need to click to switch to the test mode after editing to test the track as in the traditional mobile game.

[0133] The display area described above is used to display the game editing scene; and the method described above further includes: in response to a component editing operation on a first terrain component in the game editing scene, editing a component parameter of the first terrain component; the component parameter includes at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter; and the first terrain component is updated based on the component parameter. That is, the player can also directly edit the component in the game editing scene, such as moving and rotating the component in the scene after clicking the component.

[0134] Taking the editing scene as a track editing scene as an example, in the above embodiment, the clip editing mode can let the user easily build his own track like building blocks by providing prefabricated track identifiers (track segments) and prop identifiers (map elements). This way reduces the need for professional 3D modeling and programming knowledge, greatly reducing the editing threshold. The user only needs to select the appropriate elements and segments according to his own ideas, and then drag and drop them into the appropriate position. This intuitive and concise operation greatly speeds up the process from idea to implementation, allowing users to focus more on creative ideas rather than technical details.

[0135] Using clip-style interaction, it is very intuitive and easy to understand, does not require programming or mathematical knowledge, and supports portrait operation, which can quickly realize idea construction and verification. A variety of track segments and decorations are also provided, which can be freely combined by the user according to their needs to create unique tracks. The user can accurately control the position and length of each track segment, as well as the position and range of decorations and acceleration strips. In addition to the track layer, there can be other layers, such as the decoration layer, the acceleration strip layer, etc., which make the editor can handle more complex scenes.

[0136] Corresponding to the above method embodiment, the embodiment of the present disclosure provides a game editing device, which runs a graphical user interface provided by a game program through a terminal device, the graphical user interface includes a display area and an editing area, and the editing area includes a first track axis; the device includes a terrain identifier display module 1001, a terrain component generation module 1002, an editing parameter determination module 1003, and a terrain component update module 1004:

[0137] The terrain identifier display module 1001 is configured to respond to a first trigger operation and control the display of a first terrain identifier on the first track axis. The terrain component generation module 1002 is configured to control the generation of a first terrain component corresponding to the first terrain identifier in the display area. The editing parameter determination module 1003 is configured to determine an editing parameter in response to an editing operation on the first terrain identifier, wherein the editing parameter includes at least one of the following parameters: size parameter, position parameter, angle parameter, and direction parameter. The terrain component update module 1004 is configured to update the first terrain component according to the editing parameter.

[0138] The embodiment of the present disclosure provides a game editing device, which responds to a first trigger operation, controls display of a first terrain identifier on a first track axis, controls generation of a first terrain component corresponding to the first terrain identifier in a display area, responds to an editing operation on the first terrain identifier, determines an editing parameter, wherein the editing parameter comprises at least one of the following parameters: a size parameter, a position parameter, an angle parameter and a direction parameter, and updates the first terrain component according to the editing parameter. In this way, the user only needs to select appropriate terrain identifiers according to his own ideas, and drag and drop them to a rough position of the first track axis through the first trigger operation, so that the corresponding terrain component can be generated in the display area. Without the need for the player to perform more detailed editing operations on the terrain component in the game editing scene, the detailed placement operation can be completed, the editing method is simple and has a low threshold, the game experience of the player is improved, the utilization rate of the game editing tool is improved, and waste of game resources is avoided.

[0139] Optionally, the device and method further comprise a second terrain component display module configured to perform the following operations: responding to a second trigger operation, controlling display of a second terrain identifier on the first track axis, and controlling generation of a second terrain component corresponding to the second terrain identifier in the display area. The first terrain identifier and the second terrain identifier displayed on the first track axis are connected to each other, and the first terrain component and the second terrain component generated in the display area are connected to each other. Optionally, the second identifier end of the first terrain identifier displayed on the first track axis is connected to the first identifier end of the second terrain identifier, and the second component end of the first terrain component generated in the display area is connected to the first component end of the second terrain component identifier. Alternatively, the second identifier end of the second terrain identifier displayed on the first track axis is connected to the first identifier end of the first terrain identifier, and the second component end of the second terrain component is connected to the first component end of the first terrain component identifier.

[0140] Through the device, the region position of the terrain component generated can be directly determined by moving the terrain identifier to the specified position of the first track axis. The terrain components generated in this operation mode are continuous, and the detailed adjustment operation on the terrain component in the display area is not needed, so that the editing operation is further simplified.

[0141] Optionally, the size parameter comprises an identifier length. The terrain component updating module is further configured to perform the following operations: displaying an adjustment identifier of the first terrain identifier, adjusting the identifier length of the first terrain identifier in response to an adjustment operation on the adjustment identifier, and adjusting the component length of the first terrain component corresponding to the first terrain identifier according to the adjusted identifier length of the first terrain identifier. Through the device, the editing of the component length of the terrain component can be completed directly on the terrain identifier on the first track axis, without the need for the player to perform the editing operation on the terrain component in the display area, so that the editing operation is further simplified.

[0142] Optionally, the terrain component updating module is further configured to adjust a component length of the first terrain component according to the adjusted length of the first terrain identifier and the adjusted shape of the first terrain identifier, wherein the component length is adjusted in different ways for different shapes of the terrain identifier.

[0143] Optionally, if the first terrain identifier has a curvature, the adjusted length of the part of the first terrain component having the curvature is the same as the adjusted length of the part of the first terrain component not having the curvature.

[0144] Optionally, the editing parameter determining module is further configured to display a first editing page for the first terrain component on the graphical user interface in response to a specified operation on the first terrain identifier, and determine the editing parameter of the first terrain component in response to a first editing operation on the first editing page.

[0145] Optionally, the first terrain identifier is a track identifier, and the editing parameter includes at least one of a track turning parameter, a track angle parameter, a track slope parameter, a track width parameter, and a track length parameter.

[0146] Through the above device, the terrain component can be edited in a more detailed manner by determining the editing parameter, without the need for editing operations on the terrain component in the display area.

[0147] Optionally, the device further includes a position adjusting module configured to adjust a display position of the first terrain identifier on the first track axis in response to a touch operation on the first terrain identifier displayed on the first track axis, adjust a display position of the second terrain identifier on the first track axis according to the display position of the first terrain identifier on the first track axis, and adjust positions of the first terrain component and the second terrain component in the display area according to the display position of the first terrain identifier on the first track axis and the display position of the second terrain identifier on the first track axis. Through the above device, the player can perform a simple touch operation on the first track axis on the terrain identifier to change the positions of the terrain components, and the terrain components after the positions are changed are still continuous, without the need for the player to directly perform a position adjusting operation on the terrain components in the display area.

[0148] Optionally, the display area is used to display a game editing scene, and the game editing scene includes an editing start point and an editing end point, wherein the start point of the first track axis represents the editing start point, and the end point of the first track axis represents the editing end point.

[0149] Optionally, a first identification end of the first terrain identification is connected with a start point of the first track axis, and a second identification end of the first terrain identification is connected with an end point of the first track axis; a first component end of the first terrain component is connected with the editing start point, and a second component end of the first terrain component is connected with the editing end point.

[0150] Optionally, a track length of the first track axis corresponds to a component length of the terrain component displayed on the display area.

[0151] Optionally, the device further comprises a prop component generation module configured to perform displaying a second track axis on the editing area; in response to a third triggering operation, controlling displaying a first prop identification on the second track axis; and controlling generating a first prop component corresponding to the first prop identification on the display area.

[0152] Optionally, the prop component generation module is further configured to perform displaying a plurality of prop identifications; in response to a touch operation on a first prop identification in the plurality of prop identifications, controlling the first prop identification to move to the second track axis; according to a moving position of the first prop identification on the second track axis, controlling displaying the first prop identification on the moving position of the second track axis; and controlling generating a first prop component corresponding to the first prop identification on a target terrain component corresponding to a target terrain identification.

[0153] Optionally, the prop identification comprises a decorative prop identification and a mechanism prop identification, and the second track axis comprises a decorative prop track axis and a mechanism prop track axis; the prop component generation module is configured to perform, in response to a touch operation on a first decorative prop identification in the plurality of decorative prop identifications, controlling the first decorative prop identification to move to the decorative prop track axis; or, in response to a touch operation on a first mechanism prop identification in the plurality of mechanism prop identifications, controlling the first mechanism prop identification to move to the mechanism prop track axis.

[0154] Optionally, the first prop identification is a first decorative prop identification, and the second track axis is a decorative prop track axis; the prop component generation module is further configured to perform, according to a moving position of the first decorative prop identification on the decorative prop track axis, controlling displaying the first decorative prop identification on the moving position of the decorative prop track axis, and controlling generating a first decorative prop component corresponding to the first decorative prop identification on a surface or both sides of a target terrain component corresponding to a target terrain identification corresponding to the moving position.

[0155] Optionally, the first prop identifier is a first machine prop identifier; the second track axis is a machine prop track axis; and the prop component generation module is further configured to: control the first machine prop identifier to be displayed at a moving position of the machine prop track axis according to the moving position of the first machine prop identifier on the machine prop track axis, and control a first machine prop component corresponding to the first machine prop identifier to be generated on a target terrain component surface corresponding to a target terrain identifier corresponding to the moving position.

[0156] Optionally, the editing region includes an adding control; and the prop component generation module is further configured to: in response to a triggering operation on the adding control, display the first control and the second control; in response to a triggering operation on the first control, display the decorative prop track axis in the editing region; and in response to a triggering operation on the second control, display the machine prop track axis in the editing region.

[0157] Optionally, the device further includes a prop component length adjustment module configured to: display an adjustment identifier of the first prop identifier; and in response to an adjustment operation on the adjustment identifier, adjust a length of the first prop component corresponding to the first prop identifier.

[0158] Optionally, the device further includes: a prop information adjustment module configured to: in response to a specifying operation on the first prop identifier, display a second editing page for the first prop component on the graphical user interface; and in response to a second editing operation on the second editing page, adjust prop information of the first prop component; wherein the prop information includes at least one of the following: prop size and prop orientation; and in response to completion of the second editing operation, update the first prop component based on the adjusted prop information of the first prop component. In the device, the prop component can be edited more meticulously by changing the prop information, without the need for editing operations on the prop component in the track editing scene.

[0159] Optionally, the device further includes: a prop component position adjustment module configured to: in response to a touch operation on the first prop identifier displayed on the second track axis, adjust a display position of the first prop identifier on the second track axis; and adjust a position of the first prop component in the display region according to the display position of the first prop identifier on the second track axis. In the device, the player can change the positions of the prop components by simply performing a touch operation on the prop identifier on the second track axis, and the prop components after the position change are displayed on the two sides or the surface of the terrain component according to the prop type, without the need for the player to directly perform a position adjustment operation on the prop component.

[0160] Optionally, the editing region includes a terrain control; and the device further includes an identifier display module configured to: in response to a triggering operation on the terrain control, display a plurality of terrain identifiers in the editing region.

[0161] Optionally, the editing area includes a prop control; the prop component display module is configured to display a plurality of prop identifiers in the editing area in response to a triggering operation on the prop control.

[0162] Optionally, a length of the second track axis corresponds to a component length of the display area.

[0163] Optionally, the terrain identifier is a track identifier, and the terrain component is a track component; the device further includes a track generation module configured to generate a continuous track according to the track components included in the display area.

[0164] Optionally, the display area further includes a trial control; the device further includes a trial module configured to display a game running scene corresponding to the game editing scene in the graphical user interface in response to a triggering operation on the trial control.

[0165] Optionally, the display area is used to display a game editing scene; the device further includes a component editing module configured to edit a component parameter of a first terrain component in the game editing scene in response to a component editing operation on the first terrain component; the component parameter includes at least one of a size parameter, a position parameter, an angle parameter, and a direction parameter; and the first terrain component is updated based on the component parameter.

[0166] Through the device, the need for professional 3D modeling and programming knowledge is reduced, and the editing threshold is greatly lowered. Users only need to select appropriate elements and fragments according to their own ideas and then drag and drop them into appropriate positions. This intuitive and simple operation greatly accelerates the process from idea to implementation, allowing users to focus more on creative ideas rather than technical details. Using a clip-based interaction, it is very intuitive and easy to understand, and no programming or mathematical knowledge is required. It also supports portrait mode for operation, which can quickly realize idea construction and verification. A variety of track fragments and decorations are provided, which can be freely combined by users according to their needs to create unique tracks. Users can accurately control the position and length of each track segment, as well as the position and range of decorations and acceleration strips. In addition to the track layer, there can be other layers, such as the decoration layer and the acceleration strip layer, which make the editor capable of handling more complex scenes.

[0167] The game editing device provided by the embodiments of the present disclosure has the same technical features as the game editing method provided by the above embodiments, and can solve the same technical problems and achieve the same technical effects.

[0168] The embodiment also provides an electronic device, comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the game editing method. The electronic device can be a server or a terminal device.

[0169] Referring to FIG. 11, the electronic device comprises a processor 100 and a memory 101, the memory 101 storing machine executable instructions capable of being executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the game editing method.

[0170] Further, the electronic device shown in FIG. 11 further comprises a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.

[0171] The memory 101 can include a high-speed random access memory (RAM) and can also include a non-volatile memory such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in FIG. 11, but it does not mean that there is only one bus or only one type of bus.

[0172] The processor 100 can be an integrated circuit chip with processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 100 or the instruction in the form of software. The processor 100 described above can be a general processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. Each method, step and logic block diagram disclosed in the embodiments of the present disclosure can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. The storage medium in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101, and combines the hardware to complete the steps of the method of the above embodiments.

[0173] The processor in the above electronic device can implement the following operations in the game editing method by executing machine executable instructions:

[0174] In response to the first trigger operation, the first terrain identifier is displayed on the first track axis; the first terrain component corresponding to the first terrain identifier is generated in the display area; in response to the editing operation on the first terrain identifier, the editing parameter is determined, wherein the editing parameter includes at least one of the following parameters: size parameter, position parameter, angle parameter, direction parameter; and the first terrain component is updated according to the editing parameter. In this way, the user only needs to select suitable terrain identifiers according to his own ideas, and drag and drop them to the approximate position of the first track axis through the first trigger operation, so that the corresponding terrain component can be generated in the display area. Without the need for the player to perform more detailed editing operations on the terrain component in the game editing scene, the detailed placement operation can be completed, the editing method is simple and the threshold is low, so as to improve the game experience of the player, and further improve the utilization rate of the game editing tool, and avoid waste of game resources.

[0175] Optionally, after the first terrain component corresponding to the first terrain mark displayed on the first track axis is generated, the method further comprises: in response to a second trigger operation, controlling the second terrain mark to be displayed on the first track axis, and controlling the second terrain component corresponding to the second terrain mark to be generated in the display area; wherein the first terrain mark and the second terrain mark displayed on the first track axis are connected to each other, and the first terrain component and the second terrain component generated in the display area are connected to each other.

[0176] Optionally, the second mark end of the first terrain mark displayed on the first track axis is connected to the first mark end of the second terrain mark, and the second component end of the first terrain component generated in the display area is connected to the first component end of the second terrain component; or the second mark end of the second terrain mark displayed on the first track axis is connected to the first mark end of the first terrain mark, and the second component end of the second terrain component generated in the display area is connected to the first component end of the first terrain component.

[0177] In the above manner, by moving the terrain mark to a specified position on the first track axis, the position of the terrain component generated can be directly determined, and the terrain components generated in this manner are continuous, so that the terrain components do not need to be finely adjusted in the display area, and the editing operation is further simplified.

[0178] Optionally, the size parameter includes a mark length; in response to an editing operation on the first terrain mark, an editing parameter is determined, and the step of updating the first terrain component according to the editing parameter includes: displaying an adjustment mark of the first terrain mark; in response to an adjustment operation on the adjustment mark, adjusting the mark length of the first terrain mark; and adjusting the component length of the first terrain component corresponding to the first terrain mark according to the adjusted mark length of the first terrain mark. In the above manner, the component length of the terrain component can be edited directly on the first track axis, and the player does not need to edit the terrain component in the display area, thereby further simplifying the editing operation.

[0179] Optionally, the step of adjusting the component length of the first terrain component corresponding to the first terrain mark according to the adjusted mark length of the first terrain mark includes: adjusting the component length of the first terrain component according to the adjusted mark length of the first terrain mark and the mark shape of the first terrain mark; wherein the adjustment manner of the component length is different for different shapes of the terrain mark.

[0180] Optionally, if the first terrain mark has a curvature, the adjusted length of the partial terrain component having the curvature in the adjusted first terrain component is the same as the adjusted length of the partial terrain component not having the curvature in the adjusted first terrain component.

[0181] Optionally, the step of determining the editing parameter in response to the editing operation on the first terrain identifier comprises: displaying a first editing page for the first terrain component on the graphical user interface in response to a designation operation on the first terrain identifier; and determining the editing parameter of the first terrain component in response to a first editing operation on the first editing page.

[0182] Optionally, the first terrain identifier is a track identifier; and the editing parameter comprises at least one of a track turning parameter, a track angle parameter, a track slope parameter, a track width parameter, and a track length parameter.

[0183] In this way, the terrain component can be edited in a more detailed manner by determining the editing parameter, without the need for editing operations on the terrain component in the display area.

[0184] Optionally, the method further comprises: adjusting a display position of the first terrain identifier on the first track axis in response to a touch operation on the first terrain identifier displayed on the first track axis; adjusting a display position of the second terrain identifier on the first track axis according to the display position of the first terrain identifier on the first track axis; and adjusting positions of the first terrain component and the second terrain component in the display area according to the display position of the first terrain identifier on the first track axis and the display position of the second terrain identifier on the first track axis. In this way, the player can perform a simple touch operation on the first track axis on the terrain identifier to change the positions of the terrain components, and the terrain components after the change are still continuous, without the need for the player to directly perform a position adjustment operation on the terrain components in the display area.

[0185] Optionally, the display area is configured to display a game editing scene, and the game editing scene comprises an editing start point and an editing end point; and the start point of the first track axis represents the editing start point, and the end point of the first track axis represents the editing end point.

[0186] Optionally, a first identification end of the first terrain identifier is connected to the start point of the first track axis, and a second identification end of the first terrain identifier is connected to the end point of the first track axis; a first component end of the first terrain component is connected to the editing start point, and a second component end of the first terrain component is connected to the editing end point.

[0187] Optionally, a track length of the first track axis corresponds to a component length of the terrain component displayed in the display area.

[0188] Optionally, the method further comprises: displaying a second track axis in the editing area; displaying the first prop identifier on the second track axis in response to a third trigger operation; and generating a first prop component corresponding to the first prop identifier in the display area.

[0189] Optionally, in response to the third triggering operation, the step of displaying the first prop identifier on the second track axis comprises: displaying a plurality of prop identifiers; in response to a touch operation on the first prop identifier in the plurality of prop identifiers, moving the first prop identifier to the second track axis; displaying the first prop identifier on the moving position of the second track axis according to the moving position of the first prop identifier on the second track axis; and generating the first prop component corresponding to the first prop identifier at the target terrain component corresponding to the target terrain identifier at the moving position.

[0190] Optionally, the prop identifiers include decorative prop identifiers and mechanical prop identifiers, and the second track axis includes a decorative prop track axis and a mechanical prop track axis; in response to the touch operation on the first prop identifier in the plurality of prop identifiers, the step of moving the first prop identifier to the second track axis comprises: in response to a touch operation on the first decorative prop identifier in the plurality of decorative prop identifiers, moving the first decorative prop identifier to the decorative prop track axis; or in response to a touch operation on the first mechanical prop identifier in the plurality of mechanical prop identifiers, moving the first mechanical prop identifier to the mechanical prop track axis.

[0191] Optionally, the first prop identifier is a first decorative prop identifier, and the second track axis is a decorative prop track axis; the step of displaying the first prop identifier on the moving position of the second track axis according to the moving position of the first prop identifier on the second track axis comprises: displaying the first decorative prop identifier on the moving position of the decorative prop track axis according to the moving position of the first decorative prop identifier on the decorative prop track axis; and the step of generating the first prop component corresponding to the first prop identifier at the target terrain component corresponding to the target terrain identifier at the moving position comprises: generating the first decorative prop component corresponding to the first decorative prop identifier on the surface or both sides of the target terrain component corresponding to the target terrain identifier at the moving position.

[0192] Optionally, the first prop identifier is a first mechanical prop identifier, and the second track axis is a mechanical prop track axis; the step of displaying the first prop identifier on the moving position of the second track axis according to the moving position of the first prop identifier on the second track axis comprises: displaying the first mechanical prop identifier on the moving position of the mechanical prop track axis according to the moving position of the first mechanical prop identifier on the mechanical prop track axis; and the step of generating the first prop component corresponding to the first prop identifier at the target terrain component corresponding to the target terrain identifier at the moving position comprises: generating the first mechanical prop component corresponding to the first mechanical prop identifier on the surface of the target terrain component corresponding to the target terrain identifier at the moving position.

[0193] Optionally, the editing area includes an adding control; the step of displaying the second track axis in the editing area includes: in response to a triggering operation on the adding control, displaying the first control and the second control; in response to a triggering operation on the first control, displaying the decoration prop track axis in the editing area; and in response to a triggering operation on the second control, displaying the machine prop track axis in the editing area.

[0194] Optionally, the method further includes: displaying an adjustment identifier of the first prop identifier; and in response to an adjustment operation on the adjustment identifier, adjusting the identifier length of the first prop identifier and the component length of the first prop component corresponding to the first prop identifier.

[0195] Optionally, the method further includes: in response to a specifying operation on the first prop identifier, displaying a second editing page for the first prop component on the graphical user interface; and in response to a second editing operation on the second editing page, adjusting prop information of the first prop component, wherein the prop information includes at least one of a prop size and a prop orientation; and in response to completion of the second editing operation, updating the first prop component based on the adjusted prop information of the first prop component. In the above manner, the prop component can be edited in a more detailed manner by changing the prop information, without the need for editing operations on the prop component in the track editing scene.

[0196] Optionally, the method further includes: in response to a touch operation on the first prop identifier displayed on the second track axis, adjusting a display position of the first prop identifier on the second track axis; and adjusting a position of the first prop component in the display area according to the display position of the first prop identifier on the second track axis. In the above manner, the player can perform a simple touch operation on the prop identifier on the second track axis to change the positions of the prop components, and the prop components after the change in position are displayed on both sides or the surface of the terrain component according to the prop type, without the need for the player to directly perform a position adjustment operation on the prop component.

[0197] Optionally, the editing area includes a terrain control; and the method further includes: in response to a triggering operation on the terrain control, displaying a plurality of terrain identifiers in the editing area. Optionally, the editing area includes a prop control; and the step of displaying a plurality of prop identifiers includes: in response to a triggering operation on the prop control, displaying a plurality of prop identifiers in the editing area.

[0198] Optionally, a track length of the second track axis corresponds to a component length of the display area.

[0199] Optionally, the terrain identifier is a track identifier, and the terrain component is a track component; and the method further includes: generating a continuous track according to the track components included in the display area.

[0200] Optionally, the display area further includes a trial control; the method further includes: in response to a triggering operation on the trial control, displaying a game running scene corresponding to the game editing scene in the graphical user interface.

[0201] Optionally, the display area is used to display the game editing scene; the method further includes: in response to a component editing operation on the first terrain component in the game editing scene, editing a component parameter of the first terrain component; the component parameter includes at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter; and updating the first terrain component based on the component parameter.

[0202] In the foregoing manner, the need for professional 3D modeling and programming knowledge is reduced, and the editing threshold is greatly lowered. Users only need to select appropriate elements and fragments according to their own ideas and then drag and drop them into appropriate positions. This intuitive and simple operation greatly accelerates the process from idea to implementation, allowing users to focus more on creative ideas rather than technical details. Using the clip-based interaction, it is very intuitive and easy to understand, and no programming or mathematical knowledge is required. In addition, it supports portrait mode operation, which can quickly realize idea construction and verification. A variety of track fragments and decorations are also provided, which can be freely combined by users according to their needs to create unique tracks. Users can accurately control the position and length of each track segment, as well as the position and range of decorations and acceleration belts. In addition to the track layer, there can be other layers, such as the decoration layer and the acceleration belt layer, which make the editor capable of handling more complex scenes.

[0203] The embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the game editing method.

[0204] The machine-executable instructions stored in the machine-readable storage medium can implement the following operations in the game editing method by executing the machine-executable instructions.

[0205] In response to the first trigger operation, the first terrain identifier is displayed on the first track axis, and the first terrain component corresponding to the first terrain identifier is generated in the display area. In response to an editing operation on the first terrain identifier, an editing parameter is determined, wherein the editing parameter includes at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter. The first terrain component is updated according to the editing parameter. In this way, the user only needs to select appropriate terrain identifiers according to his own ideas, and drag and drop them to the approximate position of the first track axis through the first trigger operation, so that the corresponding terrain component is generated in the display area. Without the need for the player to perform a more detailed editing operation on the terrain component in the game editing scene, the detailed placement operation can be completed, the editing method is simple and the threshold is low, thereby improving the game experience of the player, and the utilization rate of the game editing tool is improved, and waste of game resources is avoided.

[0206] Optionally, after the first terrain component corresponding to the first terrain identifier is generated in the display area, the method further includes: in response to a second trigger operation, displaying a second terrain identifier on the first track axis, and generating a second terrain component corresponding to the second terrain identifier in the display area; wherein the first terrain identifier and the second terrain identifier displayed on the first track axis are connected to each other, and the first terrain component and the second terrain component generated in the display area are connected to each other.

[0207] Optionally, the second identifier end of the first terrain identifier displayed on the first track axis is connected to the first identifier end of the second terrain identifier, and the second component end of the first terrain component generated in the display area is connected to the first component end of the second terrain component identifier; or the second identifier end of the second terrain identifier displayed on the first track axis is connected to the first identifier end of the first terrain identifier, and the second component end of the second terrain component generated in the display area is connected to the first component end of the first terrain component identifier.

[0208] In the above manner, by moving the terrain identifier to the specified position of the first track axis, the position of the region where the terrain component is generated can be directly determined. The terrain components generated in this operation mode are continuous, and there is no need to perform a detailed adjustment operation on the terrain component in the display area, thereby further simplifying the editing operation.

[0209] Optionally, the size parameter comprises an identification length; in response to an editing operation on the first terrain identification, the editing parameter is determined, and the step of updating the first terrain component according to the editing parameter comprises: displaying an adjustment identification of the first terrain identification; in response to an adjustment operation on the adjustment identification, the identification length of the first terrain identification is adjusted; and the component length of the first terrain component corresponding to the first terrain identification is adjusted according to the adjusted identification length of the first terrain identification. In the above manner, the editing of the component length of the terrain component can be directly performed on the first track axis in relation to the terrain identification, without the need for the player to perform an editing operation on the terrain component in the display area, thereby simplifying the editing operation.

[0210] Optionally, the step of adjusting the component length of the first terrain component corresponding to the first terrain identification according to the adjusted identification length of the first terrain identification comprises: adjusting the component length of the first terrain component according to the adjusted identification length of the first terrain identification and the identification shape of the first terrain identification; and wherein the adjustment manner of the component length is different for different shapes of the terrain identification.

[0211] Optionally, if the first terrain identification has a curvature, the adjusted length of the partial terrain component having the curvature in the adjusted first terrain component is the same as the adjusted length of the partial terrain component not having the curvature in the adjusted first terrain component.

[0212] Optionally, the step of determining the editing parameter in response to the editing operation on the first terrain identification comprises: in response to a designation operation on the first terrain identification, displaying a first editing page for the first terrain component on the graphical user interface; and in response to a first editing operation on the first editing page, determining the editing parameter of the first terrain component.

[0213] Optionally, the first terrain identification is a track identification; and the editing parameter comprises at least one of the following parameters: a track turning parameter, a track angle parameter, a track slope parameter, a track width parameter, and a track length parameter.

[0214] In the above manner, the terrain component can be edited in a more detailed manner by determining the editing parameter, without the need for an editing operation on the terrain component in the display area.

[0215] Optionally, the method further comprises: in response to a touch operation on the first terrain identifier displayed on the first track axis, adjusting the display position of the first terrain identifier on the first track axis; adjusting the display position of the second terrain identifier on the first track axis according to the display position of the first terrain identifier on the first track axis; adjusting the position of the first terrain component and the second terrain component in the display area according to the display position of the first terrain identifier on the first track axis and the display position of the second terrain identifier on the first track axis. In this way, the player can change the position of the terrain components by simply performing a touch operation on the first track axis, and the terrain components are still continuous after the position is changed, without the player directly adjusting the position of the terrain components in the display area.

[0216] Optionally, the display area is used to display a game editing scene, and the game editing scene includes an editing start point and an editing end point; the start point of the first track axis represents the editing start point, and the end point of the first track axis represents the editing end point.

[0217] Optionally, the first identification end of the first terrain identifier is connected to the start point of the first track axis, and the second identification end of the first terrain identifier is connected to the end point of the first track axis; the first component end of the first terrain component is connected to the editing start point, and the second component end of the first terrain component is connected to the editing end point.

[0218] Optionally, the track length of the first track axis corresponds to the component length of the terrain components displayed in the display area.

[0219] Optionally, the method further comprises: displaying a second track axis in the editing area; in response to a third trigger operation, controlling the first prop identifier to be displayed on the second track axis; and controlling the first prop component corresponding to the first prop identifier to be generated in the display area.

[0220] Optionally, in response to the third trigger operation, the step of controlling the first prop identifier to be displayed on the second track axis comprises: displaying a plurality of prop identifiers; in response to a touch operation on the first prop identifier in the plurality of prop identifiers, controlling the first prop identifier to move to the second track axis; according to the moving position of the first prop identifier on the second track axis, controlling the first prop identifier to be displayed at the moving position on the second track axis; and controlling the first prop component corresponding to the first prop identifier to be generated at the target terrain component corresponding to the target terrain identifier at the moving position.

[0221] Optionally, the prop identifiers include decorative prop identifiers and mechanical prop identifiers, the second track axis includes a decorative prop track axis and a mechanical prop track axis; in response to the touch operation on the first prop identifier of the plurality of prop identifiers, the step of moving the first prop identifier to the second track axis includes: in response to the touch operation on the first decorative prop identifier of the plurality of decorative prop identifiers, moving the first decorative prop identifier to the decorative prop track axis; or, in response to the touch operation on the first mechanical prop identifier of the plurality of mechanical prop identifiers, moving the first mechanical prop identifier to the mechanical prop track axis.

[0222] Optionally, the first prop identifier is a first decorative prop identifier; the second track axis is a decorative prop track axis; and the step of displaying the first prop identifier at the moving position of the second track axis according to the moving position of the first prop identifier on the second track axis includes: displaying the first decorative prop identifier at the moving position of the decorative prop track axis according to the moving position of the first decorative prop identifier on the decorative prop track axis; and the step of generating the first prop component corresponding to the first prop identifier at the target terrain component corresponding to the target terrain identifier at the moving position includes: generating the first decorative prop component corresponding to the first decorative prop identifier on the surface or both sides of the target terrain component corresponding to the target terrain identifier at the moving position.

[0223] Optionally, the first prop identifier is a first mechanical prop identifier; the second track axis is a mechanical prop track axis; and the step of displaying the first prop identifier at the moving position of the second track axis according to the moving position of the first prop identifier on the second track axis includes: displaying the first mechanical prop identifier at the moving position of the mechanical prop track axis according to the moving position of the first mechanical prop identifier on the mechanical prop track axis; and the step of generating the first prop component corresponding to the first prop identifier at the target terrain component corresponding to the target terrain identifier at the moving position includes: generating the first mechanical prop component corresponding to the first mechanical prop identifier on the surface of the target terrain component corresponding to the target terrain identifier at the moving position.

[0224] Optionally, the editing area includes an adding control; and the step of displaying the second track axis in the editing area includes: in response to the triggering operation on the adding control, displaying the first control and the second control; in response to the triggering operation on the first control, displaying the decorative prop track axis in the editing area; and in response to the triggering operation on the second control, displaying the mechanical prop track axis in the editing area.

[0225] Optionally, the method further includes: displaying an adjustment identifier of the first prop identifier; and in response to the adjustment operation on the adjustment identifier, adjusting the identifier length of the first prop identifier and adjusting the component length of the first prop component corresponding to the first prop identifier.

[0226] Optionally, the method further includes: in response to a specified operation on the first prop identifier, displaying a second edit page for the first prop component on the graphical user interface; in response to a second edit operation on the second edit page, adjusting prop information of the first prop component; wherein the prop information includes at least one of the following: prop size and prop orientation; in response to completion of the second edit operation, updating the first prop component based on the adjusted prop information of the first prop component. In the above manner, the prop component can be edited more meticulously by changing the prop information, without the need for editing operations on the prop component in the track editing scene.

[0227] Optionally, the method further includes: in response to a touch operation on the first prop identifier displayed on the second track axis, adjusting a display position of the first prop identifier on the second track axis; and adjusting a position of the first prop component in the display region according to the display position of the first prop identifier on the second track axis. In the above manner, the player can perform a simple touch operation on the prop identifier on the second track axis to change the positions of the prop components, and the prop components after the position change are displayed on the two sides or the surface of the terrain component according to the prop type, without the need for the player to directly perform a position adjustment operation on the prop component.

[0228] Optionally, the editing region includes a terrain control; and the method further includes: in response to a trigger operation on the terrain control, displaying a plurality of terrain identifiers in the editing region. Optionally, the editing region includes a prop control; and the step of displaying a plurality of prop identifiers includes: in response to a trigger operation on the prop control, displaying a plurality of prop identifiers in the editing region.

[0229] Optionally, a track length of the second track axis corresponds to a component length of the display region.

[0230] Optionally, the terrain identifier is a track identifier, and the terrain component is a track component; and the method further includes: generating a continuous track according to the track components included in the display region.

[0231] Optionally, the display region further includes a trial control; and the method further includes: in response to a trigger operation on the trial control, displaying a game running scene corresponding to the game editing scene on the graphical user interface.

[0232] Optionally, the display region is used to display a game editing scene; and the method further includes: in response to a component edit operation on a first terrain component in the game editing scene, editing a component parameter of the first terrain component; the component parameter includes at least one of the following parameters: size parameter, position parameter, angle parameter, and direction parameter; and updating the first terrain component based on the component parameter.

[0233] In the above manner, the need for professional 3D modeling and programming knowledge is reduced, greatly reducing the editing threshold. Users only need to select appropriate elements and fragments according to their own ideas and then drag and drop them into appropriate positions. This intuitive and concise operation greatly accelerates the process from idea to implementation, allowing users to focus more on creative ideas rather than technical details. Using the clip-based interaction, it is very intuitive and easy to understand, does not require programming or mathematical knowledge, and supports portrait mode for operation, allowing rapid implementation of idea construction and verification. Various types of track fragments and decorations are also provided, which can be freely combined by users according to their needs to create unique tracks. Users can accurately control the position and length of each track segment, as well as the position and range of decorations and acceleration zones. In addition to the track layer, there can be other layers, such as the decoration layer, the acceleration zone layer, etc., which enable the editor to handle more complex scenes.

[0234] The game editing method, device and system provided by the embodiments of the present disclosure, and the computer program product thereof, include a computer readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the methods in the foregoing method embodiments. For specific implementation, please refer to the method embodiments, which will not be described here.

[0235] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the above-described system and device can refer to the corresponding process in the foregoing method embodiments, which will not be described here.

[0236] In addition, in the description of the embodiments of the present disclosure, unless otherwise explicitly specified and limited, the terms "mounting", "connection" and "connection" should be understood in a broad sense, for example, it can be fixed connection, or detachable connection, or integrally connected; it can be mechanical connection, or electrical connection; it can be directly connected, or indirectly connected through an intermediate medium, or the connection between two elements inside. For those skilled in the art, the specific meaning of the above terms in the present disclosure can be understood according to the specific circumstances. If the function is realized in the form of a software function unit and sold or used as an independent product, it can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present disclosure essentially or the parts that make contributions to the related art or part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the embodiments of the present disclosure. The foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, etc. Various media that can store program codes.

[0237] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship based on the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.

[0238] Finally, it should be noted that the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and are not limiting, and the protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions recorded in the foregoing embodiments within the technical range disclosed by the present disclosure, or make equivalent replacements to some of the technical features; and these modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A game editing method, a graphical user interface provided by a game program is run through a terminal device, the graphical user interface comprises a display area and an editing area, the editing area comprises a first track axis; the method comprises: in response to a first trigger operation, controlling a first terrain mark to be displayed on the first track axis; controlling a first terrain component corresponding to the first terrain mark to be generated in the display area; in response to an editing operation on the first terrain mark, determining an editing parameter, wherein the editing parameter comprises at least one of the following parameters: a size parameter, a position parameter, an angle parameter, a direction parameter; updating the first terrain component according to the editing parameter.

2. The method of claim 1, wherein, After the step of controlling a first terrain component corresponding to the first terrain mark to be generated in the display area, the method further comprises: in response to a second trigger operation, controlling a second terrain mark to be displayed on the first track axis, and controlling a second terrain component corresponding to the second terrain mark to be generated in the display area; wherein the first terrain mark and the second terrain mark displayed on the first track axis are connected to each other, and the first terrain component and the second terrain component generated in the display area are connected to each other.

3. The method of claim 2, wherein, a second mark end of the first terrain mark displayed on the first track axis is connected to a first mark end of the second terrain mark, and a second component end of the first terrain component generated in the display area is connected to a first component end of the second terrain component mark; or a second mark end of the second terrain mark displayed on the first track axis is connected to a first mark end of the first terrain mark, and a second component end of the second terrain component is connected to a first component end of the first terrain component mark.

4. The method of claim 1, wherein, The size parameter comprises a mark length; in response to an editing operation on the first terrain mark, an editing parameter is determined, and the step of updating the first terrain component according to the editing parameter comprises: displaying an adjustment mark of the first terrain mark; in response to an adjustment operation on the adjustment mark, adjusting the mark length of the first terrain mark; adjusting the component length of the first terrain component corresponding to the first terrain mark according to the adjusted mark length of the first terrain mark.

5. The method of claim 4, wherein, The step of adjusting the component length of the first terrain component corresponding to the first terrain mark according to the adjusted mark length of the first terrain mark comprises: adjusting the component length of the first terrain component according to the adjusted mark length of the first terrain mark and the mark shape of the first terrain mark; wherein the adjustment mode of the component length is different for different shapes of terrain marks.

6. The method of claim 5, wherein, If the first terrain mark has a curvature, the adjusted length of the partial terrain component with the curvature in the first terrain component is the same as the adjusted length of the partial terrain component without the curvature in the first terrain component.

7. The method of claim 1, wherein, The step of determining an editing parameter in response to an editing operation on the first terrain mark comprises: in response to a designation operation on the first terrain mark, displaying a first editing page for the first terrain component on the graphical user interface; In response to a first editing operation on the first editing page, an editing parameter of the first terrain component is determined.

8. The method of claim 1, wherein, The first terrain identifier is a track identifier; and the editing parameter comprises at least one of a track turning parameter, a track angle parameter, a track slope parameter, a track width parameter, and a track length parameter.

9. The method of claim 1, wherein, The method further comprises: adjusting a display position of the first terrain identifier on the first track axis in response to a touch operation on the first terrain identifier displayed on the first track axis; adjusting a display position of a second terrain identifier on the first track axis according to the display position of the first terrain identifier on the first track axis; adjusting positions of the first terrain component and the second terrain component in the display region according to the display position of the first terrain identifier on the first track axis and the display position of the second terrain identifier on the first track axis.

10. The method of claim 1, wherein, The display region is configured to display a game editing scene, and the game editing scene comprises an editing start point and an editing end point; and a start point of the first track axis represents the editing start point, and an end point of the first track axis represents the editing end point.

11. The method of claim 10, wherein, A first identifier end of the first terrain identifier is connected to the start point of the first track axis, and a second identifier end of the first terrain identifier is connected to the end point of the first track axis; a first component end of the first terrain component is connected to the editing start point, and a second component end of the first terrain component is connected to the editing end point.

12. The method of claim 1, wherein, A track length of the first track axis corresponds to a component length of a terrain component displayed on the display region.

13. The method of claim 1, wherein, The method further comprises: displaying a second track axis on the editing region; controlling a first prop identifier to be displayed on the second track axis in response to a third trigger operation; controlling a first prop component corresponding to the first prop identifier to be generated in the display region.

14. The method of claim 13, wherein, The step of controlling the first prop identifier to be displayed on the second track axis in response to the third trigger operation comprises: displaying a plurality of prop identifiers; controlling a first prop identifier to move to the second track axis in response to a touch operation on the first prop identifier among the plurality of prop identifiers; controlling the first prop identifier to be displayed on a moving position of the second track axis according to the moving position of the first prop identifier on the second track axis; controlling a first prop component corresponding to the first prop identifier to be generated at a target terrain component corresponding to the moving position.

15. The method of claim 14, wherein, The prop identifiers comprise decoration prop identifiers and mechanism prop identifiers, and the second track axis comprises a decoration prop track axis and a mechanism prop track axis; The step of controlling the first prop identifier to move to the second track axis in response to the touch operation on the first prop identifier among the plurality of prop identifiers comprises: controlling a first decoration prop identifier to move to the decoration prop track axis in response to a touch operation on the first decoration prop identifier among the plurality of decoration prop identifiers; or controlling a first mechanism prop identifier to move to the mechanism prop track axis in response to a touch operation on the first mechanism prop identifier among the plurality of mechanism prop identifiers.

16. The method of claim 14, wherein, The first prop identifier is a first decoration prop identifier; and the second track axis is a decoration prop track axis. The step of controlling the first prop identifier to be displayed on the moving position of the second track axis according to the moving position of the first prop identifier on the second track axis comprises: The step of controlling the first decoration prop identifier to be displayed on the moving position of the decoration prop track axis according to the moving position of the first decoration prop identifier on the decoration prop track axis comprises: The step of controlling the first prop component corresponding to the first prop identifier to be generated at the target terrain component corresponding to the target terrain identifier of the moving position comprises: The step of controlling the first decoration prop component corresponding to the first decoration prop identifier to be generated on the surface or both sides of the target terrain component corresponding to the target terrain identifier of the moving position.

17. The method of claim 14, wherein, The first prop identifier is a first machine prop identifier; and the second track axis is a machine prop track axis. The step of controlling the first prop identifier to be displayed on the moving position of the second track axis according to the moving position of the first prop identifier on the second track axis comprises: The step of controlling the first machine prop identifier to be displayed on the moving position of the machine prop track axis according to the moving position of the first machine prop identifier on the machine prop track axis comprises: The step of controlling the first prop component corresponding to the first prop identifier to be generated at the target terrain component corresponding to the target terrain identifier of the moving position comprises: The step of controlling the first machine prop component corresponding to the first machine prop identifier to be generated on the surface of the target terrain component corresponding to the target terrain identifier of the moving position.

18. The method of claim 13, wherein, The editing area comprises an adding control; and the step of displaying the second track axis in the editing area comprises: In response to a triggering operation on the adding control, a first control and a second control are displayed; In response to a triggering operation on the first control, a decoration prop track axis is displayed in the editing area; In response to a triggering operation on the second control, a machine prop track axis is displayed in the editing area.

19. The method of claim 14, wherein, The method further comprises: An adjustment identifier of the first prop identifier is displayed; In response to an adjustment operation on the adjustment identifier, the identifier length of the first prop identifier is adjusted, and the component length of the first prop component corresponding to the first prop identifier is adjusted.

20. The method of claim 13, wherein, The method further comprises: In response to a specifying operation on the first prop identifier, a second editing page for the first prop component is displayed on the graphical user interface; In response to a second editing operation on the second editing page, prop information of the first prop component is adjusted; wherein the prop information comprises at least one of the following: prop size and prop orientation; In response to completion of the second editing operation, the first prop component is updated based on the adjusted prop information of the first prop component.

21. The method of claim 13, wherein, The method further comprises: In response to a touch operation on the first prop identifier displayed on the second track axis, a display position of the first prop identifier on the second track axis is adjusted. According to the display position of the first prop identifier on the second track axis, the position of the first prop component in the display region is adjusted.

22. The method of claim 1, wherein, The editing region includes a terrain control; the method further includes: in response to a triggering operation on the terrain control, displaying a plurality of terrain identifiers in the editing region.

23. The method of claim 14, wherein, The editing region includes a prop control; the step of displaying a plurality of prop identifiers includes: in response to a triggering operation on the prop control, displaying a plurality of prop identifiers in the editing region.

24. The method of claim 14, wherein, The track length of the second track axis corresponds to the component length of the display region.

25. The method of claim 1, wherein, The terrain identifier is a track identifier, and the terrain component is a track component; the method further includes: According to the track component included in the display region, a continuous track is generated.

26. The method of claim 1, wherein, The display region further includes a trial control; the method further includes: In response to a triggering operation on the trial control, a game running scene corresponding to a game editing scene is displayed on the graphical user interface.

27. The method of claim 1, wherein, The display region is used to display a game editing scene; the method further includes: In response to a component editing operation on the first terrain component in the game editing scene, a component parameter of the first terrain component is edited; the component parameter includes at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter; The first terrain component is updated based on the component parameter.

28. A game editing apparatus, which provides a graphical user interface by running a game program on a terminal device, the graphical user interface including a display region and an editing region, and the editing region including a first track axis; the apparatus includes: a terrain identifier display module configured to perform a first triggering operation and control the display of a first terrain identifier on the first track axis; a terrain component generation module configured to control the generation of a first terrain component corresponding to the first terrain identifier in the display region; an editing parameter determination module configured to determine an editing parameter in response to an editing operation on the first terrain identifier, wherein the editing parameter includes at least one of the following parameters: a size parameter, a position parameter, an angle parameter, and a direction parameter; a terrain component update module configured to update the first terrain component according to the editing parameter.

29. An electronic device including a processor and a memory, the memory storing computer executable instructions executable by the processor, and the processor executes the computer executable instructions to implement the game editing method of any one of claims 1-27.

30. A computer readable storage medium storing computer executable instructions, the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the game editing method of any one of claims 1-27.

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