Game editing method, game editing apparatus, program product, and electronic device
By supporting editing operations within the game's runtime environment, the problem of cumbersome game editing functions is solved, improving editing efficiency and user experience while reducing the learning curve.
Patent Information
- Application Number
- PCT/CN2025/110908
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-08-01
- Filing Date
- 2025-07-28
- Publication Date
- 2026-02-05
AI Technical Summary
The existing game editing function is cumbersome to operate, has low editing efficiency, and makes it difficult for users to directly see the editing effect in the editing state, resulting in a high learning cost.
This paper provides a game editing method that supports both editing and game operation in the first game running scene through a graphical user interface. This allows users to edit and play within a single scene, reducing mode switching and improving editing efficiency.
Users no longer need to frequently switch between editing and running modes, which improves editing efficiency, lowers the barrier to entry, makes it easier for users to understand the content to be edited, and promotes the popularization of editing functions.
Smart Images

Figure CN2025110908_05022026_PF_FP_ABST
Abstract
Description
Game editing methods, game editing devices, program products and electronic devices
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202411053486.5, filed on August 1, 2024, entitled "Game Editing Method, Game Editing Apparatus, Program Product and Electronic Device", the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of computer and game technology, and in particular to a game editing method, game editing device, computer program product, and electronic device. Background Technology
[0004] With the development of computers and electronic devices, games have become one of people's daily forms of entertainment. Some games offer user editing functions, allowing users to customize game maps or levels. However, current user editing functions suffer from problems such as cumbersome operation processes and low editing efficiency. Summary of the Invention
[0005] This disclosure provides a game editing method, a game editing device, a computer program product, and an electronic device to at least partially solve the problem of cumbersome operation processes in user editing functions.
[0006] According to a first aspect of this disclosure, a game editing method is provided, which provides a graphical user interface through a terminal device. The method includes: displaying a target game scene through the graphical user interface; loading the target game scene in response to a first run trigger command to display a first game run scene in the graphical user interface; a controlled virtual object is provided in the first game run scene, the controlled virtual object being configured to be controlled by the terminal device; acquiring first editing information in response to a first editing operation in the first game run scene; the first editing information being used to edit the target game scene; controlling the controlled virtual object to execute game run process commands in response to a game run operation in the first game run scene; and controlling the display of the edited target game scene determined according to the first editing information in the graphical user interface in response to a first run stop command.
[0007] According to a second aspect of this disclosure, a game editing device is provided, providing a graphical user interface via a terminal device. The device includes: a first display processing module configured to display a target game scene through the graphical user interface; a second display processing module configured to load the target game scene in response to a first run trigger command to display a first game run scene in the graphical user interface; a controlled virtual object is provided in the first game run scene, the controlled virtual object being configured to be controlled by the terminal device; an editing processing module configured to acquire first editing information in response to a first editing operation in the first game run scene; the first editing information is used to edit the target game scene; a game run processing module configured to control the controlled virtual object to execute game run process commands in response to a game run operation in the first game run scene; and a third display processing module configured to control the display of the edited target game scene determined according to the first editing information in the graphical user interface in response to a first run stop command.
[0008] According to a third aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0010] The technical solution disclosed herein has the following beneficial effects:
[0011] This technology provides a mode that supports both user editing and game execution. Users can perform initial editing and game execution within a first-running game scenario to achieve different game functions such as editing, playing, or testing. On one hand, users no longer need to repeatedly switch between editing and running modes to view effects or conduct tests during the editing process, improving the cumbersome editing process in related technologies and increasing editing efficiency. On the other hand, because the first-running game scenario closely resembles the actual game environment, users can more easily understand the meaning of the edited content, lowering the barrier to entry for the editing function and promoting its widespread adoption. Attached Figure Description
[0012] Figure 1 illustrates a system architecture diagram provided by an embodiment of this disclosure;
[0013] Figure 2 shows a flowchart of a game editing method provided by an embodiment of the present disclosure;
[0014] Figure 3 shows a schematic diagram illustrating the relationship between different modes and preset states provided in the embodiments of this disclosure;
[0015] Figure 4 shows a schematic diagram of a game editing scene provided by an embodiment of this disclosure;
[0016] Figure 5A shows a schematic diagram of a first game running scenario provided by an embodiment of the present disclosure;
[0017] Figure 5B shows a schematic diagram of a selection identifier provided in an embodiment of this disclosure;
[0018] Figure 5C shows a schematic diagram of a movement operation provided by an embodiment of the present disclosure;
[0019] Figure 5D shows a schematic diagram of an editing distance provided by an embodiment of the present disclosure;
[0020] Figure 5E shows a schematic diagram of an editing rotation angle provided by an embodiment of the present disclosure;
[0021] Figure 5F shows a schematic diagram of editing dimensions by scaling according to an embodiment of the present disclosure;
[0022] Figure 6A shows a schematic diagram of determining scene components to be added according to an embodiment of the present disclosure;
[0023] Figure 6B shows a schematic diagram of an added scene component model provided in an embodiment of this disclosure;
[0024] Figure 7A shows a schematic diagram of a switching control object provided in an embodiment of the present disclosure;
[0025] Figure 7B shows a schematic diagram of a movement operation provided by an embodiment of the present disclosure;
[0026] Figure 7C shows a schematic diagram of an editing rotation angle provided by an embodiment of the present disclosure;
[0027] Figure 7D illustrates a schematic diagram of editing dimensions by scaling according to an embodiment of the present disclosure;
[0028] Figure 8 shows a schematic diagram of a scenario operation state provided by an embodiment of this disclosure;
[0029] Figure 9 shows a schematic diagram of the structure of a game editing device provided in an embodiment of the present disclosure;
[0030] Figure 10 shows a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation
[0031] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0032] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0033] In the game's user editing function, users can place scene components in the editing scene, edit their position, size, color, and other attributes, or perform other editing operations to create custom game maps or levels. However, it's difficult to directly display the editing effects in edit mode. For example, after editing a scene component, the user needs to interact with it through a virtual character to demonstrate the editing effect. However, virtual character interaction is not supported in edit mode. Therefore, if the user wants to view the editing effect, they need to switch from edit mode to test mode to test the actual game effect of the edited content. If the effect is not ideal, they need to switch back to edit mode and adjust the corresponding edited content. It's clear that the difficulty in directly displaying the editing effect in edit mode makes the related operation process cumbersome, reduces editing efficiency, and increases the learning cost for users to use the editing function.
[0034] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game editing method.
[0035] Figure 1 illustrates the system architecture diagram of the operating environment of this exemplary embodiment. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, it can display interfaces such as the first game running scene in the GUI. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.
[0036] In one implementation, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing a game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.
[0037] In one implementation, the game map (or scene) edited by the terminal device 110 can be uploaded to the server 120 for saving. For example, during the editing process, the currently edited game map can be automatically saved at regular intervals, or saved based on a manual save operation performed by the user, or automatically saved when exiting editing. When saving the game map, the terminal device 110 can upload the game map data to the server 120 for storage.
[0038] In one implementation, server 120 can maintain a game map pool, such as by deploying a database on the server side to store game maps. In response to a command to publish a game map on terminal device 110, server 120 can add the game map data to the game map pool, allowing other players to download the game map data from the pool and use it to play the game. This enables rapid UGC (User Generated Content) functionality.
[0039] In one implementation, the game editing method can be implemented in a standalone game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game editing method can be executed.
[0040] In one embodiment, referring to FIG2, the game editing method may include the following steps S210 to S250:
[0041] Step S210: Display the target game scene through the graphical user interface;
[0042] Step S220: In response to the first run trigger command, load the target game scene to display the first game run scene in the graphical user interface; the first game run scene contains a controlled virtual object, which is configured to be controlled by the terminal device;
[0043] Step S230: Respond to the first editing operation in the first game running scene and obtain the first editing information; the first editing information is used to edit the target game scene;
[0044] Step S240: Respond to the game operation in the first game running scene and control the controlled virtual object to execute game running process instructions;
[0045] In step S250, in response to the first run stop command, the edited target game scene determined according to the first editing information is displayed in the graphical user interface.
[0046] Based on the method in Figure 2, a mode that supports both user editing and game operation is provided. Users can perform initial editing and game operation operations within a first game operation scenario to achieve different game functions such as editing, playing, or testing. On the one hand, users do not need to repeatedly switch between editing and operation modes to view effects or conduct tests during the editing process, improving the cumbersome editing process in related technologies and increasing editing efficiency. On the other hand, since the first game operation scenario closely resembles the actual game operation scenario, users can more easily understand the meaning of the edited content when performing initial editing operations within the first game operation scenario, lowering the barrier to entry for users to use the editing function and facilitating its widespread adoption.
[0047] The following is a detailed explanation of each step in Figure 2.
[0048] Referring to Figure 2, in step S210, the target game scene is displayed through a graphical user interface.
[0049] A game scene refers to a virtual space within a game, including but not limited to game maps, levels, dungeons, towns, and homes. A target game scene is the game scene the user wants to edit, or it can be a game scene the user is playing or testing. For example, a user can select a game scene to edit in the game editing interface; this target game scene can be a game scene included with the game program, a game scene already edited by the user, a downloaded game scene edited by another user, or a newly created game scene.
[0050] In one implementation, the target game scene may include one or more scene components. Scene components are people, objects, or parts of people or objects within the scene, such as buildings, vehicles, plants, mechanisms, NPCs (non-player characters), etc. The target game scene may include built-in scene components, such as scene components that match its initial style, which can be edited and configured by the game developer during the creation of the target game scene. The target game scene may also include scene components added based on previous user editing operations; for example, when the user last edited the target game scene, they could have added scene components through custom modeling or using scene component controls.
[0051] The game program can provide templated scene components and corresponding scene component controls, allowing users to edit and generate templated scene components within the target game scene using these controls. For example, scene component controls can be provided for different categories of scene components, such as "logowood coffee table," "round low table," "small wooden table," and "European-style table." Users can generate the corresponding scene components in the target game scene by clicking or dragging these controls. For instance, if a user drags the "round low table" scene component control to a specific location in the target game scene, it will trigger the generation of the round low table scene component at that location.
[0052] Scene component controls are configured with corresponding templated parameters, such as one or more parameters including shape, color, texture, transparency, material, size, orientation, physical properties, etc., and may also include other types of parameters. When generating scene components using scene component controls, the corresponding templated parameters can be called to quickly generate scene components in the target game scene, without requiring the user to set each parameter of the scene component from scratch. This is equivalent to using a scene component template, thereby improving editing efficiency. Of course, after generating a scene component, its parameters can be modified. For example, its size can be changed through scaling, its orientation through rotation, and its color and transparency can be changed through color settings, resulting in more diverse scene components.
[0053] Game programs can include built-in scene component controls. For example, game developers can pre-edit the template parameters of scene components and configure them as scene component controls for user use. Alternatively, users can be allowed to configure scene component controls. For instance, users can model non-template-based scene components and save them as scene component controls. In one implementation, users can be allowed to edit and update scene component controls, such as modifying the corresponding template parameters and saving them. When generating scene components subsequently using these controls, the updated template parameters can be used to generate the scene components.
[0054] In one implementation, users can edit and generate custom scene components. For example, users can create new scene components through modeling, which can be non-template-based scene components. This increases the flexibility of user editing.
[0055] In one implementation, displaying the target game scene via a graphical user interface (GUI) may include: displaying basic information about the target game scene via the GUI. This basic information includes, but is not limited to, one or more of the following: name, cover image (which may be an image of the entire or any partial area of the target game scene), scene type, editing time, editor, number of supported players, and resource consumption (a quantified value of the computer resources occupied by the scene). For example, in response to a scene selection instruction on the scene selection interface, the target game scene is determined and its basic information is displayed. The scene selection interface may be a scene selection interface for game editing functions or a scene selection interface for game running functions, etc. For instance, after a user enters the game editing function, they can select any editable game scene in the scene selection interface. When a game scene is selected, it is used as the target game scene, and basic information such as the cover image is displayed. The user can then confirm loading the target game scene in edit mode, running mode, or a running mode that supports editing.
[0056] The three modes are explained below.
[0057] Edit Mode: This mode supports user editing but not game-related actions. Users can edit scene components and backgrounds, such as the color and size of scene components, but cannot control virtual objects to perform actions like attacking or casting skills. For example, in edit mode, if no player character is set in the game scene, the user cannot control the player character to perform any game actions. Alternatively, if a player character is set, its role is to control the game scene's viewpoint; the user can move the player character to control the viewpoint, but cannot perform actions like attacking or casting skills.
[0058] In one implementation, the game scene may not execute operation commands in edit mode. Operation commands refer to dynamic instructions such as movement, appearance changes, and shape changes based on pre-set game logic. This game logic can be pre-set logic in the game program (such as logic written by the game developer) or logic edited by the user. Operation commands may include, but are not limited to, at least one of the following: environmental change commands; operation commands for scene components, such as movement commands, appearance change commands, or commands made in response to the player character's interactive behavior of at least one scene component in the game scene. For example, in edit mode, the game scene may be in a static state. For instance, the game scene includes a gear component, which can rotate in running mode, but can be set not to rotate in edit mode. Setting the game scene not to execute operation commands in edit mode is beneficial for user editing operations. For example, editing a static scene component is simpler than editing a moving scene component, and it does not require processing data related to operation commands, thus reducing overhead.
[0059] Runtime Mode: This is the mode in which the game scene is played. Runtime modes can include trial run mode (or test mode), which refers to the mode played for testing purposes. In runtime mode, the game scene supports game operations but not user editing. For example, users can control virtual objects to perform game operations such as attacking and casting skills, but they cannot edit the color, size, or other attributes of scene components.
[0060] In one implementation, in the running mode, the game scene can execute operation instructions, such as automatically changing the game scene environment and automatically operating scene components based on pre-set game logic.
[0061] Editable operation modes: These can include editable trial operation modes, which are special operation or trial operation modes. They support both game operation and user editing. For example, users can control virtual objects to perform game operations such as attacking and casting skills, and can also edit the color, size, and other attributes of scene components. In editable operation modes, the game scene can execute operation commands, or it can choose not to execute them, or it can execute operation commands under specific conditions, such as not executing operation commands in a first preset state and executing them in a second preset state.
[0062] In one implementation, referring to Figure 3, the target game scene can be freely switched between edit mode, run mode, and run mode that supports editing.
[0063] In one implementation, displaying the target game scene via a graphical user interface may include displaying a game editing scene via the graphical user interface. The game editing scene is the target game scene loaded in edit mode. For example, after a user selects and confirms the target game scene in the game editing function interface, loading the target game scene in edit mode is triggered, and the scene presented is the game editing scene. Figure 3 shows a schematic diagram of the game editing scene 301. In the game editing scene 301, the user can perform editing operations, such as moving, scaling, and rotating scene components, or setting the attribute values of scene components, but cannot perform game operation operations, such as controlling virtual objects to attack or cast skills.
[0064] In one implementation, displaying the target game scene via a graphical user interface may include displaying a second game running scene via the graphical user interface. The second game running scene is the target game scene loaded in running mode. For example, the target game scene may be a home scene. When a user selects to enter their home scene, it is loaded in running mode by default, and the scene presented is the second running game scene. In the second running game scene, the user can perform game operation operations, such as controlling virtual objects to jump or scroll, but cannot perform editing operations, such as editing the attributes of scene components or adding or deleting scene components.
[0065] Referring again to Figure 2, in step S220, in response to the first run trigger command, the target game scene is loaded to display the first game run scene in the graphical user interface; the first game run scene contains a controlled virtual object, which is configured to be controlled by the terminal device.
[0066] The first game running scene can be a target game scene loaded in an editable running mode. The first run trigger command is an operation command that triggers the loading of the target game scene in an editable running mode.
[0067] In one implementation, referring to FIG4, when displaying the game editing scene 401, a first run trigger control 402 can be provided in the graphical user interface. The first run trigger instruction can be an operation instruction for the first run trigger control 402, such as when the user clicks or long-presses the first run trigger control 402, the first run trigger instruction is generated. The first run trigger instruction can trigger the transition from editing mode to an editable run mode, and load the target game scene in the editable run mode. This switches the game editing scene 401 displayed in the graphical user interface to the first game run scene 501 shown in FIG5A. This allows the user to easily switch from editing mode to an editable run mode.
[0068] In one implementation, while displaying a second game running scene, a first running trigger control can also be provided in the graphical user interface. The user can operate the first running trigger control to initiate a transition from the running mode to an editable running mode, where the target game scene is loaded. This switches the second game running scene displayed in the graphical user interface to the first game running scene, allowing the user to easily switch from the running mode to the editable running mode.
[0069] In one embodiment, the game editing method may further include: responding to a second run trigger command to control the display of a second game running scene in a graphical user interface. The second game running scene is a target game scene loaded in running mode. The second run trigger command is an operation command that triggers the loading of the target game scene in running mode. For example, when displaying a game editing scene or a first game running scene, a second run trigger control can be provided in the graphical user interface. The second run trigger command can be an operation command targeting the second run trigger control, such as when the user clicks or long-presses the second run trigger control. The second run trigger command can trigger a transition from editing mode or a running mode that supports editing to running mode, loading the target game scene in running mode. This switches the game editing scene or the first game running scene displayed in the graphical user interface to the second game running scene, allowing the user to easily switch from editing mode or a running mode that supports editing to running mode.
[0070] For example, a running mode can be selected in the settings interface. For instance, two running modes can be provided: a standard running mode and an editable running mode, from which the user can choose. This disclosure does not limit the specific names of the two running modes; for example, the running mode could be a normal trial mode, and the editable running mode could be a sandbox trial mode. When the editable running mode is selected, the running trigger command in the target game scene or game editing scene is the first running trigger command, which can trigger a switch to the editable running mode and enter the first game running scene. When the running mode is selected, the running trigger command in the target game scene or game editing scene is the second running trigger command, which can trigger a switch to the running mode and enter the second game running scene. The first and second game running scenes can provide different controls. For example, the first game running scene can provide switching controls between different preset states, editing operation controls, scene component controls, game running controls, etc. The second game running scene may only provide game running controls.
[0071] The above provides instructions on how to switch between different modes. Users can switch from edit mode or run mode to the edit-supported run mode, which displays the first game running scene.
[0072] In one implementation, the game program can directly load the target game scene in an editable running mode without first entering edit mode or running mode. For example, a user can access the editable running function interface from the game's main interface, select a game scene as the target game scene, trigger the display of basic information about the target game scene, and upon confirmation, generate a first running trigger command to load the target game scene in an editable running mode, thereby displaying the first game running scene in the graphical user interface.
[0073] The first game running scene includes controlled virtual objects. These controlled virtual objects are virtual objects manipulated by the user through the terminal device currently displaying the first game running scene; for example, they can be player characters, as shown in Figure 5A as controlled virtual object 502. Alternatively, controlled virtual objects can also be virtual objects. Furthermore, the number of controlled virtual objects can be one or more. This disclosure does not limit the appearance, shape, or number of controlled virtual objects.
[0074] In one implementation, the target game scene may include one or more scene components, and the first game running scene may include one or more corresponding scene component models. A scene component model is a virtual model generated corresponding to a scene component in an editable running mode. Furthermore, scene components can also generate corresponding scene component models in running mode. Scene components and their corresponding scene component models typically have the same appearance, but they can be different program objects within the program. For example, in edit mode, scene components do not execute operation instructions and can be static objects. In editable running mode, scene component models execute operation instructions and can be dynamic objects.
[0075] For example, the game editing scene 401 shown in Figure 4 includes two scene components, namely a block component 403 and a switch component 404. The first game running scene 501 shown in Figure 5A includes two scene component models, namely a block component model 503 and a switch component model 504, with the block component model 503 corresponding to the block component 403 and the switch component model 504 corresponding to the switch component 404.
[0076] In one implementation, a virtual camera is provided in the first game running scene. Loading the target game scene to display the first game running scene in the graphical user interface may include the following steps:
[0077] The graphical user interface displays the image captured by the virtual camera of the first game running scene; the virtual camera is configured to adjust according to the movement of the controlled virtual objects.
[0078] The virtual camera is a tool in the game program that simulates a real camera to capture images and form the game screen. The virtual camera in the first game scene can be located anywhere within the scene and capture images from any perspective; that is, the virtual camera can have any pose. Users can adjust the viewpoint, such as panning, rotating, and zooming, which is essentially achieved by adjusting camera parameters such as the virtual camera's pose or focal length. The virtual camera can be hidden within the first game scene, making it invisible to the user for a more immersive viewing experience, or it can be displayed, making it easier for the user to adjust the image using the virtual camera.
[0079] In one implementation, the virtual camera can be attached to a controlled virtual object, meaning the positional relationship between the virtual camera and the controlled virtual object is fixed. For example, the virtual camera can be positioned behind the controlled virtual object, capturing a third-person perspective view that shows all or most of the controlled virtual object's body. Alternatively, the virtual camera can be positioned on the controlled virtual object (or more specifically, at the head of the controlled virtual object), capturing a first-person perspective view that may not show or only partially show the controlled virtual object's body. In one implementation, the user can choose between a first-person or third-person perspective in the first game scenario, and the relative position of the virtual camera and the controlled virtual object is set according to the user's choice.
[0080] When the controlled virtual object moves—for example, when the user controls its movement, or when it moves due to interactions such as collisions with scene components in the first game scene—the virtual camera's pose or camera parameters are adjusted based on the object's movement. For instance, when the controlled virtual object moves, the virtual camera moves synchronously; when the controlled virtual object rotates, the virtual camera rotates accordingly around the controlled virtual object. For example, if the controlled virtual object rotates 30 degrees clockwise, the virtual camera also rotates 30 degrees clockwise. This ensures the controlled virtual object remains in a prominent position on the screen (e.g., in the center or slightly below the center), facilitating user control.
[0081] In one implementation, the virtual camera can have a certain degree of freedom relative to the controlled virtual object. For example, the controlled virtual object can be positioned within a certain area in the center of the current frame. When the user moves the controlled virtual object to the edge of the area, the virtual camera's viewing angle is adjusted to ensure that the controlled virtual object does not exceed the area in the frame. When the user rotates the controlled virtual object and it does not touch the edge of the area, the virtual camera does not need to be adjusted.
[0082] The first game scene can be equipped with any number of virtual cameras, each capable of capturing different scenes. In one implementation, the virtual cameras in the first game scene include a first virtual camera and a second virtual camera. The first virtual camera can be attached to a controlled virtual object, and its movement is controlled by the controlled virtual object to capture the main screen of the first game scene. The controlled virtual object is positioned prominently in the main screen for easy user control. The second virtual camera does not need to be attached to a controlled virtual object. When the user edits a scene component in the first game scene, the second virtual camera can capture the area containing that component, creating an auxiliary screen for the first game scene. The main screen and auxiliary screen can be displayed in a split-screen format, or the auxiliary screen can be displayed within the main screen as a window. The combination of these two screens helps the user see more comprehensive information.
[0083] Referring again to Figure 2, in step S230, in response to the first editing operation in the first game running scene, the first editing information is obtained; the first editing information is used to edit the target game scene.
[0084] The first editing operation is the editing operation within the first game execution scene. For ease of distinction, the editing operation within the game editing scene will be referred to as the second editing operation. The first editing information is the editing information determined based on the first editing operation. For ease of distinction, editing information other than the first editing information is determined based on editing operations other than the first editing operation. For example, responding to the second editing operation within the game editing scene, the second editing information is obtained. The second editing information is the editing information determined based on the second editing operation.
[0085] It should be understood that the first editing operation performed by the user in the first game running scene is equivalent to editing the target game scene, and the resulting first editing information is used to edit the target game scene. In the first game running scene, the editing effect of the first editing operation can be displayed; for example, when the user edits the position of a scene component model in the first game running scene, the scene component model can be moved to the edited position within the first game running scene. Alternatively, the editing effect of the first editing operation can be omitted; for example, if the user changes the type of a scene component in the first game running scene, the scene component model will not move accordingly within the first game running scene. Upon returning from the first game running scene to the target game scene, such as switching from an editable running mode back to edit mode, the edited target game scene can be displayed.
[0086] The first editing operation a user can perform in the first game running scenario and the second editing operation a user can perform in the game editing scenario can be the same or different in terms of operation method and editing content. For example, in the first game running scenario, since game running is also required, the editing function can be restricted, allowing the user to perform only a portion of the editing operations. In the game editing scenario, the editing function can be unrestricted, allowing the user to perform all editing operations.
[0087] In one implementation, the first editing information is used to perform at least one of the following edits on the target game scene: adding scene components to the target game scene; deleting scene components from the target game scene; editing the attributes of the scene components in the target game scene, which may include position, angle, appearance attributes, physical attributes, motion attributes, etc.; editing the environment of the target game scene, such as changing environmental information such as background, weather, lighting, and terrain; and editing the game settings information of the target game scene, such as setting game duration, player factions, and game victory or defeat conditions.
[0088] The first editing operation will be explained in detail below.
[0089] In one implementation, the target game scene includes one or more scene components; the first game running scene includes one or more scene component models corresponding to the one or more scene components. The above-mentioned response to a first editing operation in the first game running scene, obtaining first editing information, may include the following steps: displaying a selection indicator in a graphical user interface; determining the scene component model to be edited from the scene component models of the first game running scene based on the aiming direction of the selection indicator; responding to the first editing operation on the scene component model to be edited, obtaining first editing information corresponding to the scene component model to be edited; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.
[0090] The selection identifier is a visual identifier used to select the scene component model to be edited. It can be any shape, such as a star, circle, or pentagon. Optionally, the selection identifier can be the crosshair corresponding to the controlled virtual character.
[0091] Optionally, the selection flag can be configured to move according to the movement of the controlled virtual object.
[0092] Optionally, the selection icon can be displayed by default in the center of the screen of the first game running scene.
[0093] Optionally, it can respond to movement control operations on the selected identifier, controlling the selected identifier to move and aim at the scene component model.
[0094] Optionally, it can respond to field-of-view adjustment commands to control and adjust the aiming position of the selection marker or the orientation of the controlled virtual object, so that the user can freely select the scene component model to be edited.
[0095] Based on the aiming direction of the selection marker, the scene component model that it is aimed at can be used as the scene component model to be edited, allowing users to freely select the scene component model to be edited by selecting the selection marker.
[0096] Figure 5B shows a selection marker 513, which can be fixedly located at the center of the screen of the first game running scene 501. When the user adjusts the viewing angle, the selection marker 513 moves relative to the first game running scene 501, thereby selecting the scene component model to be edited. For example, Figure 5B shows that the selection marker 513 is currently aligned with the block component model 503, so the block component model 503 is selected as the scene component model to be edited.
[0097] In one implementation, when the scene component model to be edited is determined, it can be displayed differently, such as by displaying a different color or transparency than other scene component models. As shown in Figure 5B, a texture pattern different from other scene component models is added to the block component model 503. This allows the user to intuitively distinguish the scene component model to be edited.
[0098] Once the scene component model to be edited is determined, the user can perform the first editing operation on the scene component model, such as moving, rotating, or scaling the scene component model, and thereby obtain the first editing information for editing the scene component.
[0099] In one implementation, when the scene component model to be edited is determined, editing operation controls can be provided, such as the "zoom" control, "rotate" control, and "distance" control in Figure 5B. Users can use the editing operation controls to perform the first editing operation on the scene component model to be edited.
[0100] Based on the first editing operation on the scene component model to be edited, the first editing information for the scene component to be edited can be obtained. For example, if a user performs a first editing operation on the block component model 503 in the first game running scene 501 shown in Figure 5B, the corresponding first editing information can be obtained. This first editing information can be used to edit the block component 403 shown in Figure 4.
[0101] The above method of selecting scene component models by choosing identifiers enriches the selection strategy for scene component models and can improve the immersive editing experience to a certain extent.
[0102] In one optional implementation, upon determining the scene component model to be edited, a first editing control is displayed to minimize occlusion of the interface; in response to a first editing operation performed through the first editing control, first editing information corresponding to the scene component model to be edited is obtained. Here, the first editing operation refers to the editing operation performed on the first editing control.
[0103] For example, the first editing control may include, but is not limited to: a first sub-control, such as a copy control; a second sub-control, such as a move control; a third sub-control, such as an edit control; and a fourth sub-control, such as a delete control.
[0104] In one optional implementation, the above response to the first editing operation performed by the first editing control to obtain the first editing information corresponding to the scene component model to be edited can be achieved through the following steps: responding to the first editing operation performed by the first editing control to generate a component control object corresponding to the scene component model to be edited in the first game running scene; responding to the editing operation on the component control object to control the editing of the component control object and obtain the first editing information corresponding to the scene component model to be edited.
[0105] The component control object corresponding to the scene component model to be edited can be presented with visual effects such as shadows and highlights to prompt the user about the current object to be edited. The component control object can be a control object in an editable state. By generating the component control object corresponding to the scene component model to be edited, the scene component model to be edited becomes editable, while other scene component models are in an uneditable state. Users need to switch the selected scene component model by toggling the selection flag before editing can proceed, ensuring a smooth and orderly editing process for the user.
[0106] In one optional implementation, the first editing control includes a first sub-control. In response to a first editing operation performed through the first editing control, a component control object corresponding to the scene component model to be edited is generated in the first game running scene. This can be achieved through the following steps: In response to a touch operation of the first sub-control, a component control object of the scene component model to be edited is generated according to the position of the controlled virtual object, and the scene component model to be edited is retained.
[0107] In one optional implementation, the first editing control includes a second sub-control. In response to a first editing operation performed through the first editing control, a component control object corresponding to the scene component model to be edited is generated in the first game running scene. This can be achieved through the following steps: In response to a touch operation of the second sub-control, a component control object of the scene component model to be edited is generated according to the position of the controlled virtual object, and the scene component model to be edited is hidden.
[0108] In one optional implementation, the first editing control includes a third sub-control. In response to a first editing operation performed through the first editing control, a component control object corresponding to the scene component model to be edited is generated in the first game running scene. This can be achieved through the following steps: In response to a touch operation of the third sub-control, the component control object of the scene component model to be edited is generated according to the position of the controlled virtual object, and the attribute editing sub-control is displayed; wherein, the attribute editing sub-control is used to edit the attributes of the component control object.
[0109] In an optional implementation, the above-mentioned response to the editing operation of the component control object to obtain the first editing information corresponding to the scene component model to be edited can be achieved through the following steps: in response to the touch operation of the moving sub-control, displaying coordinate axis options, the coordinate axis options including three coordinate axes corresponding to the component control object; in response to selecting a target coordinate axis from the coordinate axis options, controlling the component control object to move along the target coordinate axis in the game running scene; determining the first editing information corresponding to the scene component model to be edited based on the movement state of the component control object. For example, as shown in Figure 5C, a schematic diagram of an interface for moving and editing via moving sub-controls is provided.
[0110] By selecting coordinate axes, the component control object can be freely adjusted in three-dimensional space to flexibly meet different user adjustment needs.
[0111] For example, in response to a touch operation of a third child control, a property editing child control can be displayed. When the property editing child control is displayed, the control component's control object does not move with the movement of the controlled virtual object.
[0112] Optionally, when displaying the property editing sub-control, you can control the display of the edit confirmation sub-control, the edit cancellation sub-control, and whether the current edit has been saved or canceled.
[0113] In one optional implementation, the first editing control includes a fourth sub-control. In response to a first editing operation performed through the first editing control, the first editing information corresponding to the scene component model to be edited can be obtained through the following steps: in response to a touch operation on the fourth sub-control, the first editing information corresponding to the scene component model to be edited is obtained; the first editing information includes deletion editing information.
[0114] For example, after establishing an association between the controlled virtual object and the component control object, a second editing control can be displayed to control the editing of the component control object in response to the first editing operation performed through the second editing control.
[0115] Optionally, when controlling the display of the second editing control, at least part of the first editing control can be hidden to avoid redundant interface information.
[0116] In one alternative implementation, the second editing control includes a distance editing sub-control. The above response to the second editing operation performed through the second editing control controls the editing of the component control object. This can be achieved through the following steps: in response to the editing operation on the distance editing sub-control, the component control object is controlled to move closer to or further away from the controlled virtual object, while the position of the controlled virtual object remains unchanged.
[0117] The distance editing sub-control can be used to control the distance of the component's controlled object relative to the controlled virtual object.
[0118] For example, as shown in Figure 5D, an interface diagram is provided to control the component control object to move closer to or further away from the controlled virtual object. The component control object can be flexibly controlled to move towards or away from the controlled virtual object through the distance editing sub-control, thereby realizing the movement editing of the component control object.
[0119] In one optional implementation, the above-mentioned control of the component control object to move closer to or further away from the controlled virtual object in response to an editing operation on the distance editing sub-control can be achieved through the following steps: in response to a movement editing operation on the distance editing sub-control, determine whether the component control object triggers grid snapping or component stack snapping; if the component control object triggers grid snapping or component stack snapping, determine whether the movement editing distance corresponding to the distance editing sub-control is greater than a second preset distance threshold; if the movement editing distance corresponding to the distance editing sub-control is less than or equal to the second preset distance threshold, control the component control object not to move; if the movement editing distance corresponding to the distance editing sub-control is greater than the second preset distance threshold, control the component control object to move closer to or further away from the controlled virtual object.
[0120] Mesh snapping can be used to snap a component control object to the scene mesh line that is closest to it and the distance value is less than a certain preset threshold. Component stack snapping can be used to snap a component control object to another scene component model that is closest to it and the distance value is less than a certain preset threshold. It can be understood that the second preset distance threshold can be used to limit the snapping strength; the larger the value, the stronger the snapping strength.
[0121] The second preset distance threshold is used to determine whether to control the movement of the control component, providing a certain degree of fault tolerance for user movement operations.
[0122] In one optional implementation, the above response, controlled by a second editing operation performed through a second editing control, controls the editing of the component control object. This can be achieved through the following steps: during the process of controlling the movement of the component control object, if the controlled component control object triggers mesh snapping or component stack snapping; in response to the editing operation of the distance editing sub-control, the component control object is not controlled to move; at this time, in response to the view adjustment operation, the component control object is controlled to release mesh snapping or component stack snapping; after the component control object releases mesh snapping or component stack snapping, the component control object is controlled to move again in response to the editing operation of the distance editing sub-control.
[0123] For example, if component control object A triggers component stacking and snapping with other scene component models B (e.g., the ground), it will not respond to editing operations on the distance editing sub-control. It can respond to view adjustment operations to control component control object A to release component stacking and snapping with other scene component models B. At this time, it can respond to editing operations on the distance editing sub-control to control component control object to move to the corresponding position.
[0124] For example, in response to a viewpoint adjustment operation, the control object of the component can be moved to change the position of component control object A on other scene component models B (e.g., the ground). Optionally, when the viewpoint is raised to a preset height, if the ray from the controlled virtual object to the component control object does not intersect with other scene component models B, component control object A can be controlled to float. Optionally, when the viewpoint is raised to a preset height, based on the distance between the controlled virtual object and the component control object set by the distance editing sub-control, if they do not intersect with other scene component models B, component control object A can be controlled to float.
[0125] In one alternative implementation, the second editing control includes a rotation editing sub-control. The above response to the second editing operation performed through the second editing control controls the editing of the component control object. This can be achieved through the following steps: in response to the editing operation on the rotation editing sub-control, displaying a rotation direction indicator and the current adjustment progress in the associated area of the rotation editing sub-control to control the rotation of the component control object.
[0126] The Rotate Edit sub-control can be used to control the rotation of the component's control object.
[0127] For example, as shown in Figure 5E, a schematic diagram of an interface for controlling the rotation of a component control object is provided. The rotation axis can be selected by rotating the editing sub-control to flexibly control the component control object to rotate counterclockwise or clockwise around the rotation axis, thereby realizing the rotation control of the component control object.
[0128] In one alternative implementation, the second editing control includes a scaling editing sub-control. The above response to the second editing operation performed through the second editing control controls the editing of the component control object, which can be achieved through the following steps: in response to a touch operation on the scaling editing sub-control, controlling the component control object to scale based on the center position of the component control object.
[0129] The zoom editing sub-control can be used to control the zoom of the component control object.
[0130] For example, as shown in Figure 5F, a schematic diagram of an interface for controlling the scaling of a component control object is provided. The scaling of the component control object can be flexibly controlled based on the center position of the component control object through the scaling editing sub-control, thereby realizing the scaling control of the component control object.
[0131] In one optional implementation, the second editing control includes an editing confirmation sub-control. The above response to the second editing operation performed through the second editing control controls the editing of the component control object, which can be achieved through the following steps: in response to a touch operation on the editing confirmation sub-control, the component control object is converted into a scene component model according to the current editing state of the component control object.
[0132] The Edit Confirmation sub-control can be used to control the saving of edits made to the component control object.
[0133] In one implementation, the first editing operation includes a component addition operation. The response to the first editing operation in the first game running scene, obtaining first editing information, may include the following steps: responding to the component addition operation in the first game running scene, determining the scene component to be added, and obtaining the first editing information corresponding to the scene component to be added; the first editing information is used to add the scene component to be added in the target game scene.
[0134] For example, a user can add a scene component model to be added in the first game running scene through the first editing operation, and determine the scene component corresponding to the scene component model to be added as the scene component to be added.
[0135] For example, if a scene component to be added is determined, a model of the scene component to be added can be generated in the first game running scene.
[0136] In one implementation, the above response to a component addition operation in the first game running scene, determining the scene component to be added, may include the following steps: displaying one or more scene component controls in a graphical user interface; responding to a component selection operation in the scene component controls, determining a target scene component control in the scene component controls, and determining the scene component corresponding to the target scene component control as the scene component to be added.
[0137] For example, a scene component control bar can be displayed in the graphical user interface, which includes one or more scene component controls. Referring to the scene component control bar 510 (i.e., the "component package") in Figure 6A, it includes multiple scene component controls, such as "block," "floor," "frustum," "ring," and "sphere." Users can perform component selection operations on the scene component controls, such as clicking or dragging the "ring" control to determine the "ring" control as the target scene component control, and to determine its corresponding ring component as the scene component to be added, and obtain the corresponding first editing information.
[0138] In one implementation, obtaining the first editing information corresponding to the scene component to be added may include: generating a component control object corresponding to the scene component to be added in the first game running scene based on the aiming direction of the selection marker or the position of the controlled virtual object in the first game running scene; and obtaining the first editing information corresponding to the scene component to be added in response to an editing operation on the component control object. The component control object is a temporary editing object that may have the same or similar appearance as the scene component to be added. For example, a virtual object with visual effects such as shadows and highlights generated based on the scene component to be added is the component control object. The component control object may be initially generated at the aiming direction of the selection marker or at a position with a specific positional relationship to the controlled virtual object, such as being located directly in front of the controlled virtual object at a specific distance. The user can perform editing operations on the component control object, which is equivalent to performing editing operations on the scene component to be added, thereby obtaining the first editing information corresponding to the scene component to be added.
[0139] Referring to Figure 6A, when a target scene component control is selected using the scene component control bar 510, and the scene component to be added is determined to be a ring component, a component control object 514 corresponding to the ring component can be generated in the first game running scene 501. The user can perform operations such as moving, rotating, and scaling on the component control object 514 to edit its position, angle, size, and other information, which is equivalent to editing the position, angle, and size information of the scene component to be added, thereby obtaining the corresponding first editing information.
[0140] In one implementation, in response to an end-of-edit command for a component control object, such as clicking the confirmation control in Figure 6A, the component control object can be removed or destroyed. Alternatively, a model of the scene component to be added can be generated in the first game running scene, or the component control object can be converted into a model of the scene component to be added, thus presenting an editing effect where the scene component to be added or its model has been generated. Referring to Figure 6B, after determining to generate the circular component, a model of the circular component can be generated in the first game running scene 501.
[0141] When a scene component control bar is displayed in a graphical user interface, the system can respond to adjustments made to the scene component control bar, allowing for adjustments to the scene component controls within it. For example, the types, order, and number of scene component controls in the scene component control bar can be adjusted; however, this disclosure does not impose specific limitations on these aspects.
[0142] In addition to generating scene components or scene component models through scene component controls, scene components or scene component models can also be generated by copying existing scene components or scene component models, or by custom modeling.
[0143] In one implementation, when generating a scene component model, the generated scene component model can be used as the scene component model to be edited by default.
[0144] In one implementation, the target game scene includes one or more scene components; the first game running scene includes one or more corresponding scene component models. The aforementioned response to a first editing operation in the first game running scene, obtaining first editing information, may include: determining the scene component model to be edited from the scene component models in the first game running scene; hiding the controlled virtual object, and / or placing the controlled virtual object at the position of the scene component model to be edited; responding to a trigger operation on an editing operation control; and obtaining the first editing information corresponding to the scene component model to be edited. The editing operation control is an operation control displayed when the scene component model to be edited is determined, or an operation control used to control the controlled virtual object. The first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.
[0145] In one implementation, a selection indicator is displayed in a graphical user interface, and the scene component model to be edited is determined from the scene component models of the first game running scene based on the aiming direction of the selection indicator.
[0146] In one implementation, in response to a control object switching operation, the controlled virtual object can be hidden, and / or the controlled virtual object can be placed at the position of the scene component model to be edited. The control object switching operation can convert the current control object from a controlled virtual object to the scene component model to be edited. For example, referring to Figures 5B and 7A, in Figure 5B, the scene component model to be edited is determined to be a block component model 503 by selecting identifier 513. If the user clicks the control object switching control 512, it triggers the conversion of the current control object from a controlled virtual object 502 to the scene component model to be edited, presenting the screen shown in Figure 7A.
[0147] By hiding the controlled virtual object and / or placing the controlled virtual object in the position of the scene component model to be edited, users can avoid misidentifying the controlling entity due to mental inertia after switching the controlling entity.
[0148] In one alternative implementation, in response to a control object switching operation, the object associated with the virtual camera can be switched from a controlled virtual object to a scene component model to be edited, so that the virtual camera can be moved according to the movement state of the scene component model to be edited. By switching the object the virtual camera follows, the game screen can be adapted to the current controlling subject, which helps the user observe and control.
[0149] In one optional implementation, the above response to the trigger operation of the editing operation control to obtain the first editing information corresponding to the scene component model to be edited can be achieved through the following steps: responding to the trigger operation of the editing operation control, editing the scene component model to be edited in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited.
[0150] By editing the model of the scene component to be edited in the first game running scene, the editing operation is fed back into the first game running scene, allowing users to observe the editing progress in real time.
[0151] In one optional implementation, the above response to the trigger operation of the editing operation control to obtain the first editing information corresponding to the scene component model to be edited can be achieved through the following steps: responding to the trigger operation of the editing operation control, editing the scene component model to be edited in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited.
[0152] By editing the model of the scene component to be edited in the first game running scene, the editing operation is fed back into the first game running scene, allowing users to observe the editing progress in real time.
[0153] In one optional implementation, the above-mentioned editing operation control includes a motion operation control; the above-mentioned response to the trigger operation of the editing operation control, editing the scene component model to be edited in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited, can be achieved through the following steps: responding to the trigger operation of the motion operation control, controlling the scene component model to be edited to move in the first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited based on the motion information.
[0154] Optionally, the motion control can take the form of a virtual joystick, control axis, virtual key, etc., and this disclosure does not impose any specific limitations on it.
[0155] Optionally, before hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the motion control in the graphical user interface can be used to control the controlled virtual object; after hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the control object of the motion control can be switched from the controlled virtual object to the scene component model to be edited.
[0156] Optionally, before hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the original motion control in the graphical user interface can be used to control the controlled virtual object; after hiding the controlled virtual object and / or placing the controlled virtual object at the position of the scene component model to be edited, the original motion control used to control the controlled virtual object can be hidden, and then new motion control specifically used to control the scene component model to be edited can be displayed.
[0157] Users can move and edit the scene component model by using the touch operation of the motion control.
[0158] In one alternative implementation, the above response to the trigger operation of the motion control, controlling the movement of the scene component model to be edited in the first game running scene, can be achieved through the following steps: controlling the motion control to be in flight control mode; disabling the physical collision attributes and / or gravity attributes of the scene component model to be edited in flight control mode; and in flight control mode, responding to the touch operation of the motion control to control the movement of the scene component model to be edited in the first game running scene.
[0159] For example, the motion control may include a normal control mode and a flight control mode. In normal control mode, the physical collision attributes and / or gravity attributes of the scene component model to be edited can be enabled; in flight control mode, the physical collision attributes and / or gravity attributes of the scene component model to be edited can be disabled.
[0160] For example, in response to a control object switching operation, it can be determined whether the motion operation control is in flight control mode; if the motion operation control is not in flight control mode, the motion operation control can be switched to flight control mode; in flight control mode, in response to touch operation on the motion operation control, the scene component model to be edited can be controlled to move in the first game running scene, so that the user can freely edit the scene component model to be edited.
[0161] For example, when the motion control in flight control mode consists of a planar movement control and a vertical movement control, the above response to the touch operation of the motion control, controlling the scene component model to be edited to move in the first game running scene, can be achieved through the following steps: responding to the movement control operation of the planar movement control, controlling the scene component model to be edited to move in the plane in the first game running scene; responding to the movement control operation of the vertical movement control, controlling the scene component model to be edited to move in the height in the first game running scene.
[0162] For example, the above response to a touch operation on the motion control, controlling the movement of the scene component model to be edited in the first game running scene, can also be achieved through the following steps: In response to a touch operation on the motion control, displaying coordinate axis options, which include three coordinate axes corresponding to the scene component model to be edited; in response to selecting a target coordinate axis from the coordinate axis options, controlling the scene component model to be edited to move along the target coordinate axis in the game running scene. For example, as shown in Figure 7B, a schematic diagram of a component model movement control interface is also provided.
[0163] In one alternative implementation, in flight control mode, the graphical user interface displays speed control controls and can also respond to touch operations on the speed control controls to control and adjust the movement speed of the scene component model to be edited in the game running scene.
[0164] Optionally, in flight control mode, speed control controls can be displayed in the graphical user interface. Users can control deceleration or acceleration by sliding left or right on the speed control controls to control the movement speed.
[0165] Optionally, the aforementioned editing operation controls also include, but are not limited to, rotation operation controls, scaling operation controls, and mirroring operation controls, etc., which are not specifically limited in this disclosure. The rotation operation controls, scaling operation controls, and mirroring operation controls can be used to perform rotation, scaling, mirroring, and other editing operations on the scene component model to be edited. For example...
[0166] For example, as shown in Figure 7C, the scene component model to be edited can be rotated clockwise or counterclockwise in response to the control operation of the rotation operation control.
[0167] For example, as shown in Figure 7D, in response to the control operation of the rotation operation control, the coordinate axis options can be displayed. The coordinate axis options include three coordinate axes corresponding to the scene component model to be edited. In response to selecting a coordinate axis from the coordinate axis options as the rotation axis, the rotation amount can be configured to control the scene component model to be edited to rotate around the selected rotation axis.
[0168] In addition, editing controls may include confirmation controls and cancellation controls. Confirmation controls can be used to save the currently edited content, while cancellation controls can be used to cancel the currently edited content.
[0169] In one implementation, in response to selecting one or more scene component models in the first game running scene, a delete control is provided. In response to triggering the delete control, the scene component to be deleted in the target game scene is determined, and first editing information corresponding to the scene component to be deleted is obtained. This first editing information is used to delete the scene component to be deleted from the target game scene.
[0170] In one implementation, the first editing information for editing the scene component can be determined by directly manipulating the scene component model within the first game running scene to edit its attributes. For example, in the first game running scene, in response to a movement operation on the scene component, the position of the scene component is adjusted; in response to a rotation operation on the scene component, the angle of the scene component is adjusted; and in response to a scaling operation on the scene component, the size of the scene component is adjusted.
[0171] In one implementation, editing operations can be performed on the scene component model's attribute interface, such as setting the value or type of attributes. For example, the scene component model can be selected and its attribute interface opened. In the attribute interface, the position coordinates, angle value, and size value of the scene component model can be set; the physical properties of the scene component model can be set to have collision volume or not have collision volume; an automatic movement path can be added to the scene component model, and parameters such as movement speed and movement distance can be set; a color can be selected from the color palette as the color of the scene component model; a material can be selected from multiple candidate materials as the material of the scene component model; an automatic appearance change method can be added to the scene component model (such as gradually changing from white to red, or turning red when a certain condition is triggered), and so on.
[0172] In one implementation, users can edit environmental information in a relevant editing interface or through corresponding controls. For example, users can select a background from the candidate backgrounds as the background of the target game scene, or choose to change the weather of the target game scene, or adjust the lighting parameters, etc.
[0173] Referring again to Figure 2, in step S240, in response to the game operation in the first game running scenario, the controlled virtual object is controlled to execute the game running process instructions.
[0174] Among them, game operation refers to the operation related to playing (including playing during the testing process), and game operation instructions are the game instructions generated corresponding to the game operation, which are instructions that can be executed during the game operation (including the testing process), such as instructions to attack, cast skills, etc.
[0175] During the process of controlling a virtual object to execute game operation instructions, the virtual object may interact with scene component models in the first game running scene, causing changes in the running state of the scene component models, specifically including changes in pose, appearance, etc. For example, a collision between the virtual object and a scene component model may cause the scene component model to change its position or angle, or its shape (such as denting or compression after a collision). Or, the virtual object may pick up a scene component model and throw it elsewhere, causing the scene component model to change its position. Or, the virtual object may trigger a mechanism scene component model (such as a door), causing the mechanism scene component model to change from one state to another (such as changing from an open state to a closed state). It should be understood that the changes that occur to the scene component models are not considered editing information and will not have an editing effect on the target game scene. In other words, based on the game operation, no editing information targeting the target game scene may be generated.
[0176] Referring again to Figure 2, in step S250, in response to the first run stop command, the edited target game scene determined according to the first editing information is displayed in the graphical user interface.
[0177] The first run-stop instruction is an operation instruction to end the editable run mode. In one embodiment, when the first game run scene is displayed, an exit control can be provided in the graphical user interface, and the first run-stop instruction can be an operation instruction for the exit control. As shown in Figure 5A, when the first game run scene 501 is displayed, an exit control 506 is provided. When the user clicks or long-presses the exit control 506, a first run-stop instruction is generated, triggering the exit of the first game run scene 501 and returning to the target game scene, such as exiting the editable run mode and returning to the edit mode or run mode. Since the first editing operation was performed in the first game run scene, the edited target game scene can be displayed after returning to the target game scene.
[0178] In this exemplary embodiment, the edited target game scene is the game scene after editing the original target game scene according to the first editing information. The target game scene can be edited according to the first editing information when the first editing information is obtained to determine the edited target game scene. Alternatively, the target game scene can be edited according to the first editing information at other times, such as in response to a first run stop command, to determine the edited target game scene and display it in the graphical user interface.
[0179] In one implementation, the game editing method may further include the following steps:
[0180] In response to the edit and save command, the map data of the target game scene is updated according to the first edit information, so that when the target game scene is displayed, the edited target game scene is displayed according to the updated map data.
[0181] The edit-save command is an instruction to persistently save the first edited information. It can be triggered by a first run-stop command, such as automatically triggering when exiting the first game running scene or exiting an editable running mode. It can also be manually triggered by the user, as shown in Figure 5A. A save control 508 is provided in the first game running scene 501; the edit-save command is triggered when the user operates the save control 508. Alternatively, it can be triggered in response to specific conditions, such as reaching a first preset time. The first preset time can be a periodic time, such as 5 minutes; in this case, the edit-save command would be automatically triggered every 5 minutes in the first game running scene.
[0182] The map data of the target game scene can be updated based on the first editing information. For example, the first editing information includes records of operations such as adding (e.g., adding scene components), deleting (e.g., deleting scene components), and modifying (e.g., modifying the attributes of scene components) of the target game scene. Based on the order of the different operation records in the first editing information (which could be the order of the corresponding first editing operations), the map data of the target game scene can be updated accordingly. Furthermore, the updated map data can be used to display the edited target game scene.
[0183] By updating map data in the above way, the target game scene can be edited, and the update process has low overhead.
[0184] As shown above, the first game running scenario requires two different types of operations from the user: editing and running the game, to achieve editing and playing / testing functions. To avoid confusion or interference between different types of operations, game functions, or game commands, the first game running scenario can be configured with different states for differentiation.
[0185] In one implementation, the above-mentioned response to a first editing operation in a first game running scenario, obtaining first editing information, may include the following steps:
[0186] When the first game running scene is in the first preset state, respond to the first editing operation in the first game running scene and obtain the first editing information.
[0187] The first preset state can be a state that allows the first editing operation. In one implementation, if the first game running scene is not in the first preset state, the first editing operation may not be allowed in the first game running scene. Thus, when the user needs to perform the first editing operation in the first game running scene, they can switch the first game running scene to the first preset state and perform the first editing operation. When the first editing operation is not needed, the first game running scene can be switched to other states. This allows users more freedom and flexibility in using different types of operations to achieve different game functions.
[0188] In one implementation, when the first game running scene is in a first preset state, editing operation controls are displayed in the graphical user interface (GUI), allowing the user to perform a first editing operation through these controls. Furthermore, when the first game running scene is in other states, the editing operation controls are not displayed in the GUI. This frees up GUI space for displaying other controls, such as game running controls, or displaying relevant game information, allowing the GUI to flexibly implement different functions.
[0189] In one implementation, when the first game running scene is in a first preset state, a selection icon is displayed in the graphical user interface.
[0190] In one implementation, when the first game running scene is in a first preset state, one or more scene component controls are displayed in the graphical user interface, such as displaying a component control bar that includes scene component controls.
[0191] In one implementation, the first game running scene may also have a second preset state, which may be a state where the first editing operation is not allowed. For example, in the first preset state, editing operation controls can be provided, allowing the user to perform the first editing operation through these controls. In the second preset state, editing operation controls may not be provided, preventing the user from performing the first editing operation. Alternatively, in the second preset state, when the user performs the first editing operation, the operation is invalidated; for example, if the user moves a scene component model, the effect of the scene component model being unable to move is displayed, and a prompt message "This operation cannot be performed; please switch to the first preset state first" can be presented. In this way, in the second preset state, the user can better perform operations other than editing, such as game running operations, without accidentally editing while performing game running operations.
[0192] In one implementation, the first game running scene can be set to always be in one of a first preset state and a second preset state. For example, the first preset state can be a scene paused state, and the second preset state can be a scene running state. When switching the state of the first game running scene, it can switch from the scene paused state to the scene running state, or from the scene running state to the scene paused state; there is no third state.
[0193] In one implementation, the system responds to a state switching command in the first game running scene, controlling the first game running scene to switch between different states. For example, if the current state is a first preset state, the system responds to the state switching command and switches to a second preset state; if the current state is a second preset state, the system responds to the state switching command and switches to the first preset state. The first game running scene 501 shown in Figure 5A is currently in a scene paused state (represented by the text message "World Paused"). The user can switch the first game running scene 501 to a scene running state by operating the first state switching control 505. If the user clicks the first state switching control 505, the screen shown in Figure 8 can be displayed, indicating that the first game running scene 501 is in the scene running state. If the user clicks the second state switching control 511, the first game running scene 501 can return to the scene paused state.
[0194] In one implementation, the game editing method may further include the following steps:
[0195] When entering the first game running scene, set the first game running scene to the first preset state.
[0196] When switching from edit mode or run mode to a run mode that supports editing to enter the first game running scene, the system can initially default to the first preset state, which makes it easier for users to perform the first editing operation.
[0197] Figure 3 illustrates the relationship between the three modes and two preset states. The target game scene can switch between edit mode, run mode, and a run mode that supports editing. The three modes can represent three different run or edit environments. In the run mode that supports editing, a first game run scene is presented, which has a first preset state and a second preset state, and can switch between the two preset states.
[0198] In one implementation, the above-mentioned response to the game operation in the first game running scenario, controlling the controlled virtual object to execute game running process instructions, may include the following steps:
[0199] When the first game running scene is in the second preset state, control the first game running scene to execute the first operation command.
[0200] Correspondingly, game editing methods may also include the following steps:
[0201] When the first game running scene is in the first preset state, control the first game running scene not to execute the first operation command.
[0202] As mentioned above, operation commands refer to commands with dynamic effects, such as movement, appearance changes, and shape changes, based on pre-set game logic. In one implementation, operation commands can be operation commands executed by the target game scene in its running mode.
[0203] In one implementation, the operating instructions may include, but are not limited to, at least one of the following:
[0204] (1) Environmental change instructions, such as instructions that change environmental factors such as background, weather, lighting, and terrain of the first game running scene. For example, the environment changes from daytime to nighttime at a certain time, or the weather of the first game running scene is controlled according to the weather of the user's current location (provided that the user has authorized the game program to use his / her geographical location information).
[0205] (2) Non-physically driven operation instructions for scene component models. Non-physically driven operation instructions refer to operation instructions driven by factors other than physical actions, including non-physically driven motion instructions and non-physically driven appearance change instructions. For example, a user can edit motion information for a scene component or scene component model, setting the start condition for the motion information to a specific event or the arrival of a specific time, and setting parameters such as motion path and speed. Then, in the first game running scene, when the specific event occurs or the specific event arrives, the scene component model can move according to the set motion information. This motion process is not driven by physical actions, therefore it belongs to non-physically driven motion instructions. As another example, a user can edit appearance change information for a scene component or scene component model, setting the condition for appearance change to a specific event or the arrival of a specific time, and setting information such as appearance change method and the changed color. Then, in the first game running scene, when the specific event occurs or the specific event arrives, the scene component model can change its appearance according to the set appearance change information. This appearance change process is not driven by physical actions, therefore it belongs to non-physically driven appearance change instructions.
[0206] (3) Inherent Operation Instructions of Scene Component Models. Some scene components in the game program have inherent operation instructions, and the scene component models corresponding to these scene components also have inherent operation instructions. The inherent operation instructions of scene components and the inherent operation instructions of scene component models have the same meaning, and this article does not make a special distinction. Inherent operation instructions are operation instructions set in the templated parameters of scene components, and can be operation instructions pre-edited by game developers. For example, a gear component generated by the "gear" scene component control initially has the templated parameters corresponding to the "gear" scene component control, including the inherent operation instruction of rotation. Therefore, all gear components generated by the "gear" scene component control have the inherent operation instruction of rotation. A conveyor belt component generated by the "conveyor belt" scene component control initially has the templated parameters corresponding to the "conveyor belt" scene component control, including the inherent operation instruction of conveying movement. Therefore, all conveyor belt components generated by the "conveyor belt" scene component control have the inherent operation instruction of conveying movement. In one implementation, inherent operation instructions can be operation instructions that are not editable by the user, such as the user being unable to edit new inherent operation instructions for scene components, nor being able to delete or modify the inherent operation instructions of scene components.
[0207] (4) Physically driven operation commands for scene component models. Physically driven operation commands refer to operation commands driven by physical actions. Physical actions can come from the interactive behavior of controlled virtual objects or from other scene component models. For example, if a controlled virtual object collides with a scene component model, causing the scene component model to move, this movement is a physically driven operation command. Alternatively, if a controlled virtual object collides with a scene component model and causes it to move, and that scene component model then collides with another scene component model and causes it to move, the movements of both scene component models are physically driven operation commands.
[0208] The first operation command is the operation command that is executed in the second preset state of the first game scene, but not in the first preset state. In the first preset state, the user needs to perform the first editing operation. If the first game scene executes certain operation commands, it may be detrimental to the user's first editing operation. Therefore, these operation commands that are not suitable for execution in the first preset state are designated as the first operation commands, and their execution is paused in the first preset state. This allows the user to perform the first editing operation in a relatively static scene, providing convenience for the user. For example, in the first preset state, the scene component models in the first game scene are stationary, making it easier for the user to select and perform first editing operations such as moving and rotating. The first operation command can be specified by the user or automatically determined by the game program.
[0209] In one implementation, the game editing method may further include the following steps:
[0210] When the first game running scene is in the first preset state and when it is in the second preset state, control the first game running scene to execute the second operation command.
[0211] The second operation command is an operation command that is executed in both the first and second preset states of the first game running scene. In other words, in the first preset state, some operation commands within the first game running scene can be maintained; these are the second operation commands, and they generally do not adversely affect the user's first editing operation. Furthermore, maintaining the second operation commands allows the first game running scene to retain a certain dynamic effect even in the first preset state, enabling the user to more intuitively see some of the actual running effects of the target game scene while performing the first editing operation.
[0212] For example, the second operation command can include environmental change commands for the first game scene, such as commands to change from day to night, or from sunny to rainy. In the first preset state, the environmental changes of the first game scene can be maintained, which has almost no adverse impact on the user's first editing operation. When the user performs the first editing operation, they can see the actual environmental changes of the target game scene, which helps them to make more accurate and high-quality edits. For example, the user can specifically edit the state changes of the light component model (such as from off to on) based on the environmental changes of the first game scene from day to night.
[0213] The second operation command can be specified by the user or automatically determined by the game program. In one implementation, the second operation command can be any operation command other than the first operation command. That is, the first operation command plus the second operation command is equivalent to all operation commands. In the second preset state, the first game running scene executes the first and second operation commands, which is equivalent to executing all operation commands.
[0214] In one implementation, the first operation instruction includes at least one of the following: an operation instruction determined based on the editing information of the target game scene, and a non-specified operation instruction.
[0215] The editing information of the target game scene may include historical editing information and / or first editing information. Historical editing information is the editing information determined by editing operations performed on the target game scene before entering the first game running scene. For example, before entering an editable running mode, the user can perform a second editing operation on the target game scene in editing mode (i.e., within the game editing scene) and obtain corresponding second editing information, which belongs to historical editing information. First editing information is the editing information determined based on the first editing operation within the first game running scene after entering it. In other words, the first operation instruction may include operation instructions edited by the user. User-edited operation instructions include, but are not limited to: environmental change instructions, and non-physically driven operation instructions, such as non-physically driven motion instructions and non-physically driven appearance change instructions added by the user to the scene component model through editing operations.
[0216] Unspecified commands are commands other than the specified commands. For example, users or game developers can designate some commands as second commands. Therefore, second commands usually account for a smaller proportion of all commands, making them more convenient to designate. Correspondingly, other commands are first commands.
[0217] In one implementation, the second operation instruction includes at least one of the following: inherent operation instructions of scene component models in the first game running scene, and specified operation instructions. For example, a user or game developer can specify certain inherent operation instructions of scene component models as second operation instructions, while unspecified inherent operation instructions and other types of operation instructions are considered first operation instructions. For instance, a whitelist can be set up, where users add operation instructions they wish to maintain in a first preset state to the whitelist; operation instructions in the whitelist are second operation instructions, and operation instructions outside the whitelist are first operation instructions.
[0218] The first and second operation commands have been explained above. In the first preset state, the first game scene executes the second operation command but not the first, preserving some dynamic effects of the target game scene, which helps users complete the first editing operation conveniently, accurately, and with high quality. In the second preset state, the first game scene executes both the first and second operation commands, achieving all dynamic effects of the target game scene.
[0219] The following explains how to execute the first operation command in the second preset state without executing the first operation command in the first preset state.
[0220] In one implementation, a timer is provided in the first game running scene. The timer can start counting from the moment the player enters the first game running scene, which can be considered as zero. When the first game running scene is in a second preset state, controlling the first game running scene to execute a first operation command can include the following steps: when the first game running scene is in the second preset state, controlling the timer to start counting, causing the first game running scene to execute the time-related first operation command in accordance with the timer's countdown. Correspondingly, when the first game running scene is in the first preset state, controlling the first game running scene not to execute the first operation command can include the following steps: when the first game running scene is in the first preset state, controlling the timer to pause counting, causing the first game running scene to pause executing the time-related first operation command.
[0221] Some or all of the first operation instructions can be time-related operation instructions. For example, first operation instructions include environmental change instructions, which could be an environmental transition from day to night at a specific time. First operation instructions include non-physically driven motion instructions, which could be triggering scene component models to start moving at a specific time, or moving according to time. First operation instructions include non-physically driven appearance change instructions, which could be triggering scene component models to change their appearance at a specific time, or changing their appearance according to time. All of these first operation instructions are time-related operation instructions.
[0222] In the second preset state, the timer continues to run normally, and the first game scene can execute the first operation command associated with time. In the first preset state, the timer is paused, and the first operation command associated with time can be paused. For example, if a scene component model has a non-physically driven movement command, the game program can calculate the position that the scene component model needs to reach at different times based on the movement information, and then control the scene component model to reach the corresponding position at different times during the movement process, thereby realizing the movement process. In the second preset state, the timer runs normally, so the game program can normally control the scene component model to move, thus realizing the non-physically driven movement command. In the first preset state, the timer is paused, and the game program keeps the scene component model in the corresponding position according to the current time, so that the movement process of the scene component model is paused, thus pausing the execution of the non-physically driven movement command. It should be understood that if the first game scene switches from the first preset state to the second preset state, the timer resumes running from the paused time, and the first game scene continues to execute those paused first operation commands. As in the example above, after the timer resumes, the game program can continue to move the scene component model to the corresponding position at a later time, so that the movement process continues.
[0223] By controlling the timer's on / off switch, the first game running scene can be easily switched between executing and not executing the first running command without requiring significant changes to the first game running scene or scene component models. This helps reduce data processing volume and improve editing efficiency.
[0224] In one implementation, when the first game running scene is in a second preset state, controlling the first game running scene to execute a first operation command may include the following steps: when the first game running scene is in the second preset state, responding to a preset event in the first game running scene, controlling the first game running scene to execute the first operation command associated with the preset event. Correspondingly, the above-mentioned control of the first game running scene not to execute the first operation command when the first game running scene is in the first preset state may include the following steps: when the first game running scene is in the first preset state, pausing the execution of the game logic corresponding to the preset event in the first game running scene, so that the first game running scene does not execute the first operation command associated with the preset event.
[0225] Some or all of the first operation commands can be triggered by specific events in the game; these events are called preset events. For example, first operation commands include environmental change commands, such as triggering a weather change when event E1 occurs. First operation commands include non-physically driven movement commands, such as triggering scene component models to start moving when event E2 occurs. First operation commands include non-physically driven appearance change commands, such as triggering scene component models to change their appearance when event E3 occurs. Events E1, E2, and E3 are all preset events, and these first operation commands are all first operation commands associated with preset events.
[0226] In the second preset state, the game logic corresponding to the preset event is executed normally. This game logic may include: triggering the preset event when its triggering conditions are met; the sender of the preset event can send it normally (the sender can be a controlled virtual object, scene component model, or the first game running scene that triggers the preset event); the receiver of the preset event can receive it normally (the receiver can be a controlled virtual object, scene component model, or the first game running scene); and the receiver, in response to receiving the preset event, executes the associated first operation command. Thus, the entire logical process from the generation of the preset event to its transmission, and then to the triggering of the first operation command, can be realized, enabling the first game running scene to execute the first operation command associated with the preset event.
[0227] In the first preset state, the execution of the game logic corresponding to the preset event is paused. This can pause part or all of the game logic corresponding to the preset event. For example, the execution of any one or more of the following steps can be paused: The generation of the preset event is paused, even if the triggering conditions of the preset event are met; the sending of the preset event is paused, after the preset event is generated, the sender does not send the preset event; the reception of the preset event is paused, that is, after the sender sends the preset event, the receiver does not receive the preset event, or the transmission of the preset event between the sender and receiver is paused, so that the receiver does not receive the preset event; the logic of the preset event triggering the first operation command is paused, that is, the receiver receives the preset event, but it will not execute the first operation command under the driving action of the preset event, i.e., the preset event does not have a triggering effect. Therefore, the entire logical process from the generation of the preset event to its transmission, and then to the preset event triggering the first operation command, cannot be fully implemented, causing the first game running scene to pause the execution of the first operation command associated with the preset event.
[0228] By controlling the game logic corresponding to preset events, the first game running scene can be easily switched between executing and not executing the first running command without making significant changes to the first game running scene or scene component model, which helps to reduce the amount of data processing and improve editing efficiency.
[0229] In one implementation, the game editing method may further include the following steps:
[0230] The event information of unexecuted preset events is cached. These unexecuted preset events are those that occur during the first game running scene's first preset state. Specifically, during this state, for any generated or expected preset events, the execution of their corresponding game logic is paused, preventing the complete implementation of the logical processes for these preset events. Therefore, the event information of these preset events is cached. The event information may include: the occurrence logic information, sending logic information, receiving logic information, and logic information triggering the first operation command for the preset event. In one embodiment, the event information may include indication information regarding unexecuted game logic, used to determine which game logic corresponding to the preset event has not been executed.
[0231] Accordingly, when the first game running scenario is in the second preset state, responding to a preset event in the first game running scenario and controlling the first game running scenario to execute a first operation instruction associated with the preset event may include the following steps:
[0232] In response to the first game running scenario switching from the first preset state to the second preset state, the game logic corresponding to the preset events that were not executed is restored and executed according to the cached event information, so that the first game running scenario resumes the execution of the first operation instruction associated with the preset events that were not executed.
[0233] Based on cached event information, it's possible to determine which game logic should have been executed but wasn't, and then resume execution of that logic. For example, if the triggering conditions for a preset event are met during the first game scenario's first preset state, but the event generation logic isn't executed, after switching to the second preset state, the event generation logic can be resumed based on the cached event information to generate the preset event, and the subsequent logic processes of sending, receiving, and triggering the first operation command can continue. If the sending logic isn't executed after generating the preset event, after switching to the second preset state, the sending process can be resumed based on the cached event information, and the subsequent logic processes of receiving and triggering the first operation command can continue. This allows the first game scenario to resume executing the corresponding first operation command. This increases the continuity of the first game scenario between different states and allows the first game scenario to present a more comprehensive and full range of dynamic scene effects in the second preset state.
[0234] In one implementation, the game logic corresponding to the preset events can be executed sequentially according to the cached order of the unexecuted preset events to ensure the timing accuracy between different preset events and avoid logical errors.
[0235] In one embodiment, controlling the first game running scene to execute the first operation command when the first game running scene is in a second preset state may include the following steps: executing the first operation command through a first motion system in the first game running scene when the first game running scene is in the second preset state. Correspondingly, controlling the first game running scene not to execute the first operation command when the first game running scene is in the first preset state may include the following steps: removing or pausing the first motion system in the first game running scene when the first game running scene is in the first preset state, so that the first game running scene does not execute the first operation command.
[0236] The motion system can be a program unit responsible for motion, such as the motion attributes of scene component models. The first motion system is used to implement the first operation command, and may include the motion attributes corresponding to non-physically driven motion commands of the scene component models. In the second preset state, by running the program code of the first motion system, the first game running scene executes some or all of the first operation commands, such as controlling the scene component models to execute non-physically driven motion commands through the first motion system of the scene component models. In the first preset state, removing or pausing the first motion system prevents the first game running scene from executing the corresponding first operation commands. This allows for accurate masking of the first operation commands in the first preset state without needing to process the relevant data of the first motion system, thus reducing overhead.
[0237] In one implementation, the game editing method may further include the following steps:
[0238] When the first game running scene is in the first preset state, the second motion system in the first game running scene is maintained so as to execute the second operation command through the second motion system.
[0239] The second motion system is used to implement the second operation command, and may include motion attributes corresponding to the inherent operation commands of the scene component models. Maintaining the normal operation of the second motion system in the first preset state allows the first game running scene to maintain the second operation command. This achieves accurate control of the second operation command.
[0240] In one implementation, the first motion system may include a motion system added based on editing information of the target game scene. The editing information of the target game scene may include historical editing information and / or first editing information. For example, a user can edit non-physically driven motion instructions for scene components or scene component models, and the first motion system may include motion attributes corresponding to the non-physically driven motion instructions.
[0241] In one implementation, the second motion system may include: the inherent motion system of the scene component model in the first game running scene. The inherent motion system is a motion system used to execute inherent operation commands, such as the motion attributes corresponding to the inherent operation commands of the scene component or the scene component model.
[0242] In one implementation, controlling the first game running scene to execute a first operation command when the first game running scene is in a second preset state may include the following steps: when the first game running scene is in the second preset state, responding to the interaction behavior of the controlled virtual object on the scene component model in the first game running scene, and controlling the scene component model to execute the corresponding first operation command according to the interaction behavior. Correspondingly, controlling the first game running scene not to execute the first operation command when the first game running scene is in the first preset state may include the following steps: when the first game running scene is in the first preset state, setting the scene component model in the first game running scene to be unaffected by the interaction behavior of the controlled virtual object.
[0243] The interaction behaviors between the controlled virtual object and the scene component model include, but are not limited to: the controlled virtual object colliding with the scene component model; the controlled virtual object lifting and moving the scene component model; the controlled virtual object pushing the scene component model; and indirect interaction between the controlled virtual object and the scene component model, such as the controlled virtual object colliding with a scene component model to cause that scene component model to move, and then colliding with another scene component model during the movement, in which case the controlled virtual object indirectly interacts with the latter.
[0244] In the second preset state, the scene component models in the first game running scene can be affected by the interactive behavior of controlled virtual objects, and execute corresponding first operation commands based on the interactive behavior, which may be physics-driven operation commands. In the first preset state, the scene component models can be set to be unaffected by interactive behavior and will not execute the first operation commands corresponding to the interactive behavior. For example, in the second preset state, if a controlled virtual object collides with a scene component model, the scene component model can move or deform under the impact of the collision. In the first preset state, when a controlled virtual object collides with a scene component model, the scene component model may not change at all.
[0245] In one implementation, in a first preset state, the physical properties of the scene component model can be changed, such as changing the physical properties to be unaffected by forces, so that the scene component model is unaffected by interactive behavior. In response to switching from the first preset state to a second preset state, the physical properties of the scene component model can be restored to their original values, such as restoring the physical properties to be affected by forces, so that the scene component model is affected by interactive behavior.
[0246] In one implementation, controlling the first game running scene to execute the first operation command when the first game running scene is in a second preset state may include the following steps:
[0247] In response to the first game running scenario switching from the first preset state to the second preset state, the first operation instruction is started or continued based on the current first game running scenario.
[0248] For example, upon entering the first game running scene, it can be set to a default first preset state, in which case the first game running scene does not execute the first operation command. Subsequently, if the first game running scene switches from the first preset state to the second preset state, the first operation command begins to execute based on the current first game running scene. If the user edits or moves the position of the scene component model while the first game running scene is in the first preset state, the scene component model will start executing the first operation command based on the current position. Subsequently, if the first game running scene switches from the second preset state back to the first preset state, the execution of the first operation command is paused, such as if the scene component model remains stationary in its current position. Subsequently, if the first game running scene switches from the first preset state back to the second preset state, the execution of the first operation command resumes, such as if the scene component model continues executing the previously paused first operation command based on its current position, instead of executing the first operation command from the beginning. Thus, when the first game running scene switches between the first preset state and the second preset state, it can maintain information such as the position of the scene component model in the scene, giving a certain continuity between the first preset state and the second preset state. Furthermore, when switching states, there is no need to reset the first game running scene or reload the target game scene; the scene information can be maintained, thus reducing overhead.
[0249] In one implementation, the above-mentioned response to the game operation in the first game running scenario, controlling the controlled virtual object to execute game running process instructions, may include the following steps:
[0250] When the first game running scenario is in the first preset state and when it is in the second preset state, it responds to the game running operations in the first game running scenario and controls the controlled virtual object to execute game running process instructions.
[0251] In other words, in both the first and second preset states, users can perform game operation operations to implement game operation commands.
[0252] In one implementation, the game can be run only in the second preset state, and not in the first preset state.
[0253] As mentioned earlier, the primary function of the first editing information determined by the user through the first editing operation is to edit the target game scene. Based on this, the first game running scene can be edited according to the first editing information, or it can remain unedited. In other words, the first game running scene may or may not display the edited effects of the first editing information. For example, considering that the first game running scene needs to execute operational commands, and the controlled virtual objects need to execute game operation commands, displaying the edited effects of the first editing information in the first game running scene might lead to logical conflicts or cause confusion for the user. Therefore, the first editing information can be set to have no editing effect on the first game running scene.
[0254] In one implementation, the game editing method may further include the following steps:
[0255] The response triggers the editing conditions corresponding to the first edit information, and edits the first game running scene according to the first edit information.
[0256] The editing activation conditions refer to the conditions under which the first edited information takes effect in the first game running scenario. These conditions can be time-related, allowing the first game running scenario to be edited based on the first edited information under appropriate circumstances. It should be understood that different first edited information may correspond to different editing activation conditions. By setting editing activation conditions, it is possible to effectively control when or under what circumstances the first game running scenario is edited based on the first edited information, thereby avoiding logical conflicts or causing confusion for users.
[0257] In one implementation, the first editing information may include real-time effective editing information. The editing activation condition corresponding to the real-time effective editing information includes: obtaining the real-time effective editing information. The above response triggers the editing activation condition corresponding to the first editing information, and editing the first game running scene according to the first editing information may include the following steps:
[0258] When obtaining real-time effective editing information, edit the first game running scene according to the real-time effective editing information.
[0259] "Effective" here means that the first edited information has an editing effect on the first game running scene. Real-time effective edited information refers to the first edited information that has an editing effect in the first game running scene in real time. For example, the first edited information corresponding to the user's first edited operation of moving, rotating, or scaling a scene component model can be real-time effective edited information. Game developers or users can determine which first edited information is real-time effective edited information, or the game program can automatically determine which first edited information is real-time effective edited information. When the user performs a first edited operation, the real-time effective edited information is obtained in response to the first edited operation, and the first game running scene is edited according to the real-time effective edited information. For example, when the user moves, rotates, or scales a scene component model, the scene component model is displayed as it is moved, rotated, or scaled in real time. This allows the user to immediately see the editing effect.
[0260] In one implementation, the first editing information includes non-real-time editing information. The response triggers the editing activation condition corresponding to the first editing information, and editing the first game running scene based on the first editing information may include the following steps:
[0261] After obtaining non-real-time effective editing information, respond to the non-real-time update conditions that trigger the first game running scene, and edit the first game running scene according to the non-real-time effective editing information.
[0262] Non-real-time effective editing information refers to the first editing information that does not have an immediate effect in the first game scenario. Compared to real-time effective editing information, non-real-time effective editing information has a certain editing delay; that is, when non-real-time effective editing information is acquired, it does not immediately have an effect on the first game scenario, but rather at a later, more appropriate time. For example, the first editing information corresponding to a user's first editing operation, such as modifying the spawn point (the area where the player character initially resides), triggering events, or game duration, could be non-real-time effective editing information, as it is not suitable to have an immediate effect on the first game scenario when the user makes the edit. Game developers or users can determine which first editing information is non-real-time effective editing information, or the game program can automatically determine which first editing information is non-real-time effective editing information.
[0263] Non-real-time update conditions are used to indicate when non-real-time effective edit information takes effect in the first game running scenario. For example, a uniform non-real-time update condition can be set for non-real-time effective edit information. When the first game running scenario meets the non-real-time update condition, the first game running scenario is edited based on all currently ineffective non-real-time effective edit information.
[0264] In one implementation, non-real-time update conditions may include at least one of the following:
[0265] A non-real-time update command for the first game running scene is received. This non-real-time update command can be a user-triggered operation, such as an update control provided by the first game running scene that the user can manipulate to trigger the command. Alternatively, it can be a command triggered by a specific event, such as the end of the first running command. In response to the non-real-time update command, the current first game running scene can be edited based on the non-real-time effective editing information, or the initial first game running scene can be edited. The current first game running scene retains current scene running information, such as the position, angle, and shape of scene component models after or during the execution of the first running command. This information can be edited based on the non-real-time effective editing information, allowing the user to intuitively see the editing effects during the actual running process.
[0266] Reset the first game running scene. Resetting refers to initializing the first game running scene. This can be done by destroying the current first game running scene and reloading it, or by resetting the scene component models, controlled virtual objects, and other virtual elements of the first game running scene to their initial state. For example, a reset control is provided in the first game running scene, such as the "Reset" control 507 shown in Figure 5A. Users can operate this control to trigger the reset of the first game running scene. Alternatively, the reset of the first game running scene is triggered when exiting and re-entering it. When resetting the first game running scene, it can be edited based on non-real-time edit information. Specifically, the initial first game running scene can be edited so that the reset first game running scene is the edited first game running scene. For example, if the spawn point position in the first game running scene is edited based on the user's non-real-time edit information about modifying the spawn point, after resetting the first game running scene, controlled virtual objects can spawn at the edited spawn point.
[0267] The second preset time is reached. This second preset time can be a time determined by the game developers, users, or the game program; for example, it could be the duration of a single test of the target game scene (e.g., 30 seconds). The second preset time can be determined by a timer in the first game running scene. If the timer is paused in the first preset state, the second preset time will not be reached. Alternatively, the first preset time can be determined by other timers unrelated to the first and second preset states, in which case the second preset time may be reached even in the first preset state. In the first game running scene, when the second preset time is reached, the first game running scene is edited according to non-real-time editing information, achieving a time-driven editing effect.
[0268] In one implementation, the first editing information may include: editing information specific to the current first game running scenario when the first editing operation is performed. Editing the first game running scenario based on the first editing information may include the following steps:
[0269] Based on the initial edit information and the current initial game scenario, determine the incremental edit information;
[0270] Edit the initial first game running scene based on the edit incremental information so that the edited initial first game running scene is displayed when the first game running scene is reset.
[0271] The current first game running scene retains current scene running information, such as the position, angle, and shape of the scene component model after or during the execution of the first operation command. When a user performs the first editing operation, it is usually performed on the current first game running scene, such as moving the scene component model based on its current position. In this exemplary embodiment, editing increment information is determined based on the first editing information and the current first game running scene. The editing increment information represents the change in the parameters edited by the user. For example, if the current position of a scene component model is P1, and the user performs the first editing operation, moving it to position P2, P2 can be saved in the first editing information. Based on P2 in the first editing information and the current position P1 during editing, the editing increment information is calculated, including the position change ΔP = P2 - P1, and ΔP can be saved as a vector. When editing the first game running scene based on the first editing information, the initial first game running scene can be modified according to the editing increment information, such as if the initial position of the scene component model is P0, and the edited position is P0 + ΔP. This can more accurately reflect the actual editing effect.
[0272] In one implementation, the first editing information includes editing increment information, meaning that editing increment information such as position changes can be directly saved in the first editing information without needing to save scene running information. The aforementioned editing of the first game running scene based on the first editing information includes: editing the initial first game running scene based on the editing increment information, so that when the first game running scene is reset, the edited initial first game running scene is displayed.
[0273] In one implementation, the game editing method may further include the following steps:
[0274] In response to an edit undo operation, determine the edit undo information corresponding to at least a portion of the information in the first edit information based on the edit undo operation;
[0275] The first game scene after editing is undoed based on the edit undo information.
[0276] The edit undo operation is the action of reversing a completed first edit operation. For example, the first game running scene provides an edit undo control, as shown in Figure 5A, edit undo control 509. Users can use this control to select and undo one or more first edit operations. Alternatively, users may not be able to select the first edit operation they want to undone; instead, each time the edit undo control is used, the latest first edit operation is undone by default. Therefore, in response to an edit undo operation, the system determines the first edit operation to be undone and its corresponding first edit information, and then determines the edit undo information corresponding to this first edit information.
[0277] If the first game scene has been edited based on the initial editing information, then the edited first game scene can be undoed according to the undo information. This includes deleting added scene component models, restoring deleted scene component models, moving scene component models back to their original positions, and so on. This allows users to easily undo undesirable initial editing operations, improving the flexibility of user editing operations.
[0278] In one implementation, in response to an edit undo operation, edit undo information corresponding to at least a portion of the information in the first edit information is determined based on the edit undo operation. If the target game scene has already been edited based on the at least a portion of the information, the edited target game scene is undoed based on the edit undo information, such as saving the edit undo information to the map data of the target game scene to update the map data. If the target game scene has not been edited based on the at least a portion of the information, this information can be removed from the first edit information so that the target game scene will not be edited subsequently, thereby achieving the effect of undoing the edit.
[0279] In one implementation, the first editing operation includes: deleting a second scene component model in the first game running scene; the editing undo operation includes: undoing the deletion of the second scene component model; the first editing information includes: information indicating the deletion of the second scene component model; the editing undo information includes: information indicating the undoing of the deletion of the second scene component model. The above-mentioned editing undo processing of the edited first game running scene based on the editing undo information includes: adding the second scene component model back to the edited first game running scene based on the editing undo information. That is, after deleting a scene component model, the user can undo the deletion, allowing the deleted second scene component model to quickly return to the edited first game running scene.
[0280] In one implementation, the edit undo information includes initial information and / or edit information of the second scene component model. The initial information represents the initial attributes or parameters of the second scene component model, such as initial position, angle, size, color, etc. The edit information represents the incremental editing information for the second scene component model, or the attributes or parameters of the edited second scene component model. If, in the first game running scene, the user has not performed a first edit operation on the second scene component model before deleting it, the edit undo information includes the initial information of the second scene component model but does not include the edit information. If, before deleting the second scene component model, the user has performed a first edit operation on it, the edit undo information may include both the initial information and the edit information of the second scene component model, or only the edit information.
[0281] The above-mentioned process of adding the second scene component model back to the edited first game running scene based on the edit undo information includes: adding the second scene component model back to the edited first game running scene in its initial state or its post-edited initial state based on the edit undo information; the initial state is determined based on the initial information of the second scene component model, and the post-edited initial state is determined based on the initial information and / or the edit information of the second scene component model. For example, if the user did not perform a first edit operation on the second scene component model before deleting it, the edit undo information may only include initial information. The initial state of the second scene component model, such as its initial position, angle, and size, is determined based on the initial information, and the second scene component model is restored in the edited first game running scene according to its initial state. If the user performed a first edit operation on the second scene component model before deleting it, and the saved edit information is incremental edit information, then the edit undo information includes the initial information and edit information of the second scene component model. By superimposing the initial information with the edit information, the post-edited initial state of the second scene component model can be calculated. Before deleting the second scene component model, the user performed a first edit operation on it, and the saved edit information is the edited attributes. Therefore, the edit undo information can only include this edit information. Based on this edit information, the initial state of the second scene component model after the edit can be determined. The second scene component model is then restored in the first game running scene after the edit according to the initial state after the edit.
[0282] As can be seen from the above, when restoring the second scene component model, there is no need to retain runtime information, thus avoiding game logic errors and user confusion.
[0283] In one implementation, the deletion undo operation is performed using a restore control corresponding to the second scene component model; the restore control is a control provided in response to the deletion of the second scene component model from the first game running scene based on the first editing information. For example, after deleting the second scene component model, a corresponding restore control can be provided, allowing the user to quickly undo the deletion by operating the restore control. Alternatively, a separate restore control can be provided for each deleted scene component model, allowing the user to flexibly undo the deletion operation of specific scene component models.
[0284] In one implementation, the edit undo operation may include: an undo operation on a first edit operation within a preset range; the edit undo information includes: information indicating the undoing of the first edit operation within the preset range. The above-described edit undo processing of the edited first game running scene based on the edit undo information may include the following steps:
[0285] The first game running scene is restored to the first game running scene of the target node based on the edit undo information; the target node is the time node before the first game running scene was edited according to the first edit information corresponding to the first edit operation within the preset range.
[0286] The preset range can be a time period. For example, a user can select a specific first edit operation from all records of first edit operations, designating that first edit operation and all subsequent first edit operations as pending undoing first edit operations, and then undoing them. This determines the corresponding undoing information, indicating the undoing of the aforementioned pending undoing first edit operations. Furthermore, the game's running scene can be rolled back to the target node, using the time point before the pending undoing first edit operation took effect. This eliminates the need to undo each pending undoing first edit operation, enabling fast and efficient batch undoing.
[0287] In one implementation, the target node can be a first node, which is the time node for entering the first game running scene. The preset range can include the time range from entering the first game running scene to exiting the first game running scene. The above-mentioned response to the edit undo operation, determining the edit undo information corresponding to at least a portion of the first edit information based on the edit undo operation, can include: after exiting the first game running scene, responding to a global edit undo operation performed on the first game running scene for the second node, and determining the edit undo information based on the global edit undo operation. The second node is the time node for exiting the first game running scene.
[0288] The global edit undo operation is used to undo all first-time edit operations performed after entering the first game scenario. For example, in response to exiting the first game scenario, the first-time edit operations within a preset range are merged into a single global operation record and added to the edit operation queue. The edit operation queue includes one or more operation records arranged in a preset order. The global edit undo operation can include: an edit undo operation on a global operation record, and / or a single edit undo operation on the edit operation queue. For example, a user can select a global operation record in the edit operation queue and undo it, thus achieving a global edit undo operation. Alternatively, if the global operation record is at the head of the edit operation queue, indicating that it is the latest operation record in the queue, a user can perform a single edit undo operation on the queue, such as clicking the undo control, thus achieving a global edit undo operation, which can trigger the retrieval of the global operation record from the head of the edit operation queue for undoing.
[0289] Responding to a global edit undo operation allows for the determination of undo information, instructing the undo of all initial edit operations from the first node to the second node. This returns the first game scene to its state before any initial edit operations were performed. This facilitates both global and batch edit undo operations.
[0290] In one implementation, the game editing method may further include the following steps:
[0291] In response to the snapshot update command, the snapshot data of the first game running scene is updated according to the first edit information, so that when the first game running scene is reset, the edited first game running scene can be displayed according to the updated snapshot data.
[0292] Snapshot data is a copy of the first game running scene saved at a certain point in time, which can preserve historical information of the first game running scene. For example, when entering the first game running scene, the initial snapshot data of the first game running scene can be saved, thereby preserving its initial information.
[0293] A snapshot update command is an instruction that triggers the updating of snapshot data. In one implementation, the snapshot update command can be triggered in response to a reset command for the first game running scene. Alternatively, the snapshot update command can be triggered when the first edit information is acquired, and the snapshot data is updated immediately based on the currently acquired first edit information. Or, the snapshot update command can be triggered when a third preset time is reached.
[0294] Based on the initial editing information, data additions, deletions, and modifications can be recorded and written to the snapshot data of the first game running scene. This allows for corresponding additions, deletions, and modifications to the snapshot data, thereby updating it. When resetting the first game running scene, the updated snapshot data displays the edited first game running scene. Using snapshot data, fast and efficient editing of the first game running scene can be achieved.
[0295] In one implementation, the target game scene includes one or more scene components, which are configured to generate corresponding scene component models in the first game running scene. The one or more scene components include fixed scene components, and at least some attributes of the fixed scene component models corresponding to these fixed scene components are locked. The fixed scene components or fixed scene component models are those that do not undergo any dynamic changes during runtime; therefore, some or all of their attributes will not be modified, and locking these attributes reduces the processing of this attribute data. However, considering that there may be editing needs for the fixed scene components or fixed scene component models in the first game running scene, when controlling the display of the first game running scene generated from map data in the graphical user interface, the attributes of the fixed scene component models can be unlocked, allowing the unlocked attributes to be editable or the fixed scene component models to exhibit editable effects. For example, after unlocking the attributes, the fixed scene component model can be deleted, which is equivalent to deleting the fixed scene component from the target game scene. This further enriches the editable content in the first game running scene.
[0296] In one implementation, when exiting the first game running scene, the properties of the locked fixed scene component or the fixed scene component model can be restored.
[0297] In one implementation, the first game running scene includes invisible scene component models, such as spawn points, which are typically not visible to the user. The game editing method may also include at least one of the following steps:
[0298] In response to component display operations in the first game running scene, an invisible scene component model is displayed. The component display operation is triggered by the user, such as through a component display control in the first game running scene (the component display control and component hiding control can be the same control; clicking this control once displays the component, and clicking it again hides it). For example, a visible virtual model corresponding to the invisible scene component model can be generated in the first game running scene, such as by copying the invisible scene component model and assigning it visible appearance attributes, thereby displaying the invisible scene component model. After the invisible scene component model is displayed, the user can edit it or see its relationship with other scene component models, facilitating the editing of other scene component models.
[0299] In response to a component hide operation in the first game running scene, the system hides the previously displayed but invisible scene component models. The component hide operation is triggered by the user, such as through a component hide control within the first game running scene. Responding to the component hide operation, the system hides the previously displayed but invisible scene component models; for example, it can destroy the corresponding visible virtual model to achieve the hiding effect.
[0300] In one implementation, when the first game running scene is in a first preset state, an invisible scene component model is displayed; in response to the first game running scene exiting the first preset state, the displayed invisible scene component model is hidden.
[0301] In one implementation, a timer is provided in the first game running scene. The editable objects in the first game running scene include a first type of object and a second type of object. The response to the first editing operation in the first game running scene, obtaining first editing information, may include the following steps:
[0302] When the timer is at any time, respond to the first edit operation on the first type of object in the first game running scene and obtain the first edit information corresponding to the first type of object;
[0303] When the timer is at a preset time, respond to the first edit operation on the second type of object in the first game running scene and obtain the first edit information corresponding to the second type of object.
[0304] In this context, editable objects in the first game running scene can refer to scene component models, or their attributes or parameters. For example, some attributes can be edited under any circumstances and belong to the first type of object, while others can only be edited under specific circumstances and belong to the second type of object. Timers can be used to restrict editing operations on the second type of objects. When the timer is at a preset time, users are allowed to edit the second type of objects; at other times, users are not allowed to edit them.
[0305] For example, the first type of object includes scene component models without binding information (meaning they are not bound to other scene component models), and the second type of object includes scene component models with binding information. The user can perform the first editing operation on the first type of object at any given time. When the timer is at zero, the user can perform the first editing operation on the second type of object.
[0306] Exemplary embodiments of this disclosure also provide a game editing device. Referring to FIG9, the game editing device 900 includes the following program modules:
[0307] The first display processing module 910 is configured to display the target game scene through a graphical user interface;
[0308] The second display processing module 920 is configured to respond to the first run trigger command, load the target game scene to display the first game run scene in the graphical user interface; the first game run scene contains a controlled virtual object, which is configured to be controlled by the terminal device;
[0309] The editing processing module 930 is configured to respond to a first editing operation in the first game running scene and obtain first editing information; the first editing information is used to edit the target game scene.
[0310] The game execution processing module 940 is configured to respond to game execution operations in the first game execution scene and control the controlled virtual object to execute game execution process instructions.
[0311] The third display processing module 950 is configured to respond to the first run stop command and control the display of the edited target game scene determined according to the first editing information in the graphical user interface.
[0312] In one implementation, responding to a first editing operation in a first game running scenario and obtaining first editing information includes: when the first game running scenario is in a first preset state, responding to a first editing operation in the first game running scenario and obtaining first editing information.
[0313] In one embodiment, responding to a game operation in a first game running scenario, controlling a controlled virtual object to execute game running process instructions includes: when the first game running scenario is in a second preset state, controlling the first game running scenario to execute a first operation instruction; the device is further configured to: when the first game running scenario is in the first preset state, controlling the first game running scenario not to execute the first operation instruction.
[0314] In one embodiment, the device is further configured to: control the first game running scene to execute a second operation command when the first game running scene is in a first preset state and when it is in a second preset state.
[0315] In one implementation, the first operation instruction includes at least one of the following: an operation instruction determined based on the editing information of the target game scene, and a non-specified operation instruction; the second operation instruction includes at least one of the following: an inherent operation instruction of the scene component model in the first game running scene, and a specified operation instruction.
[0316] In one implementation, a timer is provided in the first game running scene; when the first game running scene is in a second preset state, controlling the first game running scene to execute a first operation command includes: when the first game running scene is in the second preset state, controlling the timer to start timing, so that the first game running scene executes the time-related first operation command in accordance with the timing of the timer; when the first game running scene is in the first preset state, controlling the first game running scene not to execute the first operation command includes: when the first game running scene is in the first preset state, controlling the timer to stop timing, so that the first game running scene stops executing the time-related first operation command.
[0317] In one implementation, when the first game running scenario is in a second preset state, controlling the first game running scenario to execute a first operation instruction includes: when the first game running scenario is in the second preset state, responding to a preset event in the first game running scenario and controlling the first game running scenario to execute a first operation instruction associated with the preset event; when the first game running scenario is in the first preset state, controlling the first game running scenario not to execute the first operation instruction includes: when the first game running scenario is in the first preset state, pausing the execution of the game logic corresponding to the preset event in the first game running scenario, so that the first game running scenario does not execute the first operation instruction associated with the preset event.
[0318] In one embodiment, the device is further configured to: cache event information of unexecuted preset events; the unexecuted preset events are preset events during the period when the first game running scene is in a first preset state; when the first game running scene is in a second preset state, respond to the preset events in the first game running scene and control the first game running scene to execute a first operation instruction associated with the preset events, including: responding to the first game running scene switching from the first preset state to the second preset state, restoring the execution of the game logic corresponding to the unexecuted preset events according to the cached event information, so that the first game running scene resumes the execution of the first operation instruction associated with the unexecuted preset events.
[0319] In one embodiment, when the first game running scene is in a second preset state, controlling the first game running scene to execute a first operation command includes: executing the first operation command through a first motion system in the first game running scene when the first game running scene is in the second preset state; controlling the first game running scene not to execute the first operation command when the first game running scene is in the first preset state includes: removing or pausing the first motion system in the first game running scene when the first game running scene is in the first preset state, so that the first game running scene does not execute the first operation command.
[0320] In one embodiment, the device is further configured to: maintain a second motion system in the first game running scene when the first game running scene is in a first preset state, so as to execute a second operation command through the second motion system.
[0321] In one implementation, the first motion system includes a motion system added based on editing information of the target game scene; the second motion system includes an inherent motion system of the scene component model in the first game running scene.
[0322] In one implementation, when the first game running scene is in a second preset state, controlling the first game running scene to execute a first operation command includes: when the first game running scene is in the second preset state, responding to the interaction behavior of the controlled virtual object on the scene component model in the first game running scene, and controlling the scene component model to execute the corresponding first operation command according to the interaction behavior; when the first game running scene is in the first preset state, controlling the first game running scene not to execute the first operation command includes: when the first game running scene is in the first preset state, setting the scene component model in the first game running scene to be unaffected by the interaction behavior of the controlled virtual object, so that the scene component model does not execute the first operation command corresponding to the interaction behavior.
[0323] In one implementation, when the first game running scenario is in a second preset state, controlling the first game running scenario to execute a first operation command includes: responding to the first game running scenario switching from the first preset state to the second preset state, and starting or continuing to execute the first operation command based on the current first game running scenario.
[0324] In one implementation, controlling a controlled virtual object to execute game operation instructions in response to a game operation in a first game running scenario includes: when the first game running scenario is in a first preset state and when it is in a second preset state, controlling the controlled virtual object to execute game operation instructions in response to a game operation in the first game running scenario.
[0325] In one embodiment, the device is further configured to: set the first game running scene to a first preset state when entering the first game running scene.
[0326] In one implementation, the target game scene includes one or more scene components; the first game running scene includes one or more scene component models corresponding to the one or more scene components; in response to a first editing operation in the first game running scene, obtaining first editing information includes: displaying a selection indicator in a graphical user interface, determining the scene component model to be edited from the scene component models of the first game running scene according to the aiming direction of the selection indicator; in response to the first editing operation on the scene component model to be edited, obtaining the first editing information corresponding to the scene component model to be edited; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.
[0327] In one implementation, the first editing operation includes a component addition operation; in response to the first editing operation in the first game running scene, obtaining first editing information includes: in response to the component addition operation in the first game running scene, determining the scene component to be added, and obtaining the first editing information corresponding to the scene component to be added; the first editing information is used to add the scene component to be added in the target game scene.
[0328] In one implementation, in response to a component addition operation in a first game running scene, determining the scene component to be added includes: displaying one or more scene component controls in a graphical user interface; in response to a component selection operation in the scene component controls, determining a target scene component control in the scene component controls, and determining the scene component corresponding to the target scene component control as the scene component to be added.
[0329] In one embodiment, displaying one or more scene component controls in a graphical user interface includes: displaying a scene component control bar in the graphical user interface, the scene component control bar including one or more scene component controls; the device is further configured to: adjust the scene component controls in the scene component control bar in response to an adjustment operation on the scene component control bar.
[0330] In one implementation, the target game scene includes one or more scene components; the first game running scene includes one or more scene component models corresponding to the one or more scene components; in response to a first editing operation in the first game running scene, obtaining first editing information includes: determining a scene component model to be edited from the scene component models in the first game running scene; in response to a trigger operation on an editing operation control, obtaining the first editing information corresponding to the scene component model to be edited; the editing operation control is an operation control displayed when the scene component model to be edited is determined, or an operation control used to control a controlled virtual object; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.
[0331] In one embodiment, the editing operation control includes a motion operation control; in response to a trigger operation on the editing operation control, obtaining first editing information corresponding to the scene component model to be edited includes: in response to a trigger operation on the motion operation control, controlling the scene component model to be edited to move in a first game running scene, and obtaining the first editing information corresponding to the scene component model to be edited based on the motion information.
[0332] In one embodiment, the device is further configured to: respond to the editing activation condition corresponding to the first editing information, and edit the first game running scene according to the first editing information.
[0333] In one implementation, the first editing information includes real-time effective editing information; the editing conditions corresponding to the real-time effective editing information include: obtaining the real-time effective editing information; responding to triggering the editing conditions corresponding to the first editing information, and editing the first game running scene according to the first editing information, including: when obtaining the real-time effective editing information, editing the first game running scene according to the real-time effective editing information.
[0334] In one implementation, the first editing information includes non-real-time effective editing information; in response to the editing activation condition corresponding to the first editing information, editing the first game running scene according to the first editing information includes: after obtaining the non-real-time effective editing information, in response to the non-real-time update condition of the first game running scene, editing the first game running scene according to the non-real-time effective editing information.
[0335] In one implementation, the non-real-time update conditions include at least one of the following: receiving a non-real-time update instruction for a first game running scenario; resetting the first game running scenario; and reaching a second preset time.
[0336] In one implementation, the first editing information includes editing increment information; editing the first game running scene according to the first editing information includes: editing the initial first game running scene according to the editing increment information so that when the first game running scene is reset, the edited initial first game running scene is displayed.
[0337] In one embodiment, the device is further configured to: respond to an edit undo operation, determine edit undo information corresponding to at least a portion of the information in the first edit information based on the edit undo operation, and perform edit undo processing on the edited first game running scene based on the edit undo information.
[0338] In one implementation, the first editing operation includes: deleting a second scene component model in a first game running scene; the editing undo operation includes: undoing the deletion of the second scene component model; the first editing information includes: information indicating the deletion of the second scene component model; the editing undo information includes: information indicating the undoing of the deletion of the second scene component model; and the editing undo processing of the edited first game running scene according to the editing undo information includes: adding the second scene component model back to the edited first game running scene according to the editing undo information.
[0339] In one implementation, the edit undo information includes the initial information of the second scene component model and / or the edit information of the second scene component model; adding the second scene component model back to the edited first game running scene according to the edit undo information includes: adding the second scene component model back to the edited first game running scene in its initial state or its edited initial state according to the edit undo information; the initial state is determined according to the initial information of the second scene component model, and the edited initial state is determined according to the initial information of the second scene component model and / or the edit information of the second scene component model.
[0340] In one implementation, the deletion undo operation is performed using a restore control corresponding to the second scene component model; the restore control is a control provided in response to the deletion of the second scene component model from the first game running scene based on the first editing information.
[0341] In one embodiment, the edit undo operation includes: an undo operation on a first edit operation within a preset range; the edit undo information includes: information indicating the undo of the first edit operation within the preset range; and the edit undo processing of the edited first game running scene according to the edit undo information includes: restoring the first game running scene to the first game running scene of the target node according to the edit undo information; the target node is: the time node before the first game running scene was edited according to the first edit information corresponding to the first edit operation within the preset range.
[0342] In one embodiment, the device is further configured to: in response to an edit and save instruction, update the map data of the target game scene according to the first edit information, so that when displaying the target game scene, the edited target game scene is displayed according to the updated map data.
[0343] In one embodiment, the device is further configured to: respond to a snapshot update instruction and update the snapshot data of the first game running scene according to the first editing information, so that when the first game running scene is reset, the edited first game running scene is displayed according to the updated snapshot data.
[0344] In one embodiment, the device is further configured to trigger a snapshot update command in response to a reset command for the first game running scene.
[0345] In one embodiment, the device is further configured to save initial snapshot data of the first game running scene when entering the first game running scene.
[0346] In one implementation, an invisible scene component model is provided in a first game running scene; the device is further configured to perform at least one of the following steps: in response to a component display operation in the first game running scene, displaying the invisible scene component model; in response to a component hiding operation in the first game running scene, hiding the displayed invisible scene component model.
[0347] In one implementation, displaying an invisible scene component model includes: generating a visible virtual model corresponding to the invisible scene component model in a first game running scene.
[0348] In one implementation, a timer is provided in the first game running scene; the editable objects in the first game running scene include a first type of object and a second type of object; in response to a first editing operation in the first game running scene, obtaining first editing information includes: when the timer is at any time, in response to a first editing operation on a first type of object in the first game running scene, obtaining the first editing information corresponding to the first type of object; when the timer is at a preset time, in response to a first editing operation on a second type of object in the first game running scene, obtaining the first editing information corresponding to the second type of object.
[0349] In one implementation, displaying a target game scene via a graphical user interface includes: displaying a game editing scene or a second game running scene via the graphical user interface; the game editing scene is the target game scene loaded in editing mode; the second game running scene is the target game scene loaded in running mode.
[0350] In one embodiment, the device is further configured to: respond to a second run trigger command to control the display of a second game running scene in a graphical user interface; the second game running scene is a target game scene loaded in a running mode.
[0351] In one implementation, a virtual camera is provided in a first game running scene; loading a target game scene to display the first game running scene in a graphical user interface includes: displaying in the graphical user interface an image formed by the virtual camera capturing the first game running scene; the virtual camera is configured to adjust according to the movement of a controlled virtual object.
[0352] In one implementation, the first editing information is used to perform at least one of the following edits on the target game scene: adding scene components to the target game scene, deleting scene components from the target game scene, editing the attributes of scene components in the target game scene, editing the environment of the target game scene, and editing the game settings information of the target game scene.
[0353] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0354] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0355] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the game editing method described above.
[0356] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.
[0357] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0358] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0359] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the game editing method described above, which includes the following steps: Step S210, displaying a target game scene through a graphical user interface; Step S220, responding to a first run trigger command, loading the target game scene to display a first game running scene in the graphical user interface; a controlled virtual object is set in the first game running scene, and the controlled virtual object is configured to be controlled by a terminal device; Step S230, responding to a first editing operation in the first game running scene, obtaining first editing information; the first editing information is used to edit the target game scene; Step S240, responding to a game running operation in the first game running scene, controlling the controlled virtual object to execute game running process instructions; Step S250, responding to a first run stop command, controlling the display of the edited target game scene determined according to the first editing information in the graphical user interface.
[0360] Implementing the above methods and steps through a computer program provides a mode that supports both user editing and game execution. Users can perform initial editing and game execution operations within a first game execution scenario, enabling different game functions such as editing, playing, or testing. On one hand, users no longer need to repeatedly switch between editing and execution modes to view effects or conduct tests during the editing process, improving the cumbersome editing process in related technologies and increasing editing efficiency. On the other hand, because the first game execution scenario closely resembles the actual game execution scenario, users can more easily understand the meaning of the edited content when performing initial editing operations within this scenario, lowering the barrier to entry for users and facilitating the widespread adoption of the editing function.
[0361] Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0362] The electronic device will now be described by way of example in the form of a general-purpose computing device with reference to FIG10. It should be understood that the electronic device 1000 shown in FIG10 is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments of this disclosure.
[0363] As shown in Figure 10, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.
[0364] The memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1024 may include the modules described above.
[0365] The processor 1010 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0366] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as the game editing method described above, which includes the following steps: Step S210, displaying a target game scene through a graphical user interface; Step S220, responding to a first run trigger instruction, loading the target game scene to display a first game running scene in the graphical user interface; a controlled virtual object is set in the first game running scene, and the controlled virtual object is configured to be controlled by a terminal device; Step S230, responding to a first editing operation in the first game running scene, obtaining first editing information; the first editing information is used to edit the target game scene; Step S240, responding to a game running operation in the first game running scene, controlling the controlled virtual object to execute game running process instructions; Step S250, responding to a first run stop instruction, controlling the display of the edited target game scene determined according to the first editing information in the graphical user interface.
[0367] By executing the above method steps through processor 1010, a mode that supports both user editing and game operation is provided. Users can perform initial editing and game operation operations in a first game operation scenario to achieve different game functions such as editing, playing, or testing. On the one hand, users do not need to repeatedly switch between editing mode and operation mode to view effects or conduct tests during the editing process, improving the cumbersome editing process in related technologies and increasing editing efficiency. On the other hand, since the first game operation scenario is close to the actual game operation scenario, users can more easily understand the meaning of the edited content when performing initial editing operations in the first game operation scenario, lowering the user's barrier to entry for the editing function and facilitating its widespread adoption.
[0368] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.
[0369] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.
[0370] Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.
[0371] The electronic device 1000 can display a graphical user interface via the display 1060, such as displaying a game editing scene, a first game running scene, a second game running scene, etc.
[0372] Although not shown in Figure 10, other hardware and / or software modules may be configured in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0373] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.
[0374] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A game editing method, a graphical user interface is provided by a terminal device, the method comprising: displaying a target game scene through the graphical user interface; loading the target game scene to display a first game running scene in the graphical user interface in response to a first running trigger instruction; a controlled virtual object is arranged in the first game running scene, and the controlled virtual object is configured to be controlled by the terminal device; obtaining first editing information in response to a first editing operation in the first game running scene; the first editing information is used to edit the target game scene; controlling the controlled virtual object to execute a game running process instruction in response to a game running operation in the first game running scene; controlling the edited target game scene determined according to the first editing information to be displayed in the graphical user interface in response to a first running stop instruction.
2. The method of claim 1, wherein, The method further comprises: obtaining first editing information in response to a first editing operation in the first game running scene under the condition that the first game running scene is in a first preset state.
3. The method of claim 2, wherein, The method further comprises: controlling the first game running scene to execute a first running instruction under the condition that the first game running scene is in a second preset state. The method further comprises: controlling the first game running scene not to execute a first running instruction under the condition that the first game running scene is in the first preset state.
4. The method of claim 3, wherein, The method further comprises: controlling the first game running scene to execute a second running instruction under the condition that the first game running scene is in the first preset state and in the second preset state.
5. The method of claim 4, wherein, The first running instruction comprises at least one of the following: a running instruction determined according to the editing information of the target game scene, and a non-specified running instruction; and the second running instruction comprises at least one of the following: an inherent running instruction of a scene component model in the first game running scene, and a specified running instruction.
6. The method of claim 3, wherein, The first game running scene is arranged with a timer; and the method further comprises: controlling the timer to time under the condition that the first game running scene is in the second preset state, so that the first game running scene executes a time-related first running instruction following the timing of the timer; The method further comprises: controlling the timer to pause timing under the condition that the first game running scene is in the first preset state, so that the first game running scene pauses to execute a time-related first running instruction.
7. The method of claim 3, wherein, The first game running scene is in the second preset state, and the first game running scene is controlled to execute the first operation instruction, including: The first game running scene is in the second preset state, and the first game running scene is controlled to execute the first operation instruction associated with the preset event in the first game running scene in response to the preset event; The first game running scene is in the first preset state, and the first game running scene is controlled not to execute the first operation instruction, including: The first game running scene is in the first preset state, and the game logic corresponding to the preset event in the first game running scene is suspended, so that the first game running scene does not execute the first operation instruction associated with the preset event.
8. The method of claim 7, wherein, The method further comprises: Caching event information of a preset event that is not executed; the preset event that is not executed is a preset event during the first game running scene in the first preset state; The first game running scene is in the second preset state, and the first game running scene is controlled to execute the first operation instruction associated with the preset event in the first game running scene in response to the preset event, including: In response to the first game running scene switching from the first preset state to the second preset state, the game logic corresponding to the preset event that is not executed is resumed according to the cached event information, so that the first game running scene resumes executing the first operation instruction associated with the preset event that is not executed.
9. The method of claim 3, wherein, The first game running scene is in the second preset state, and the first game running scene is controlled to execute the first operation instruction, including: The first game running scene is in the second preset state, and the first game running scene is controlled to execute the first operation instruction in the first game running scene through a first motion system in the first game running scene; The first game running scene is in the first preset state, and the first game running scene is controlled not to execute the first operation instruction, including: The first game running scene is in the first preset state, and the first game running scene is controlled not to execute the first operation instruction, including:
10. The method of claim 9, wherein, The method further comprises: The first game running scene is in the first preset state, and a second motion system in the first game running scene is maintained to execute a second operation instruction through the second motion system.
11. The method of claim 10, wherein, The first motion system includes a motion system added according to editing information of the target game scene; and the second motion system includes an inherent motion system of a scene component model in the first game running scene.
12. The method of claim 3, wherein, The first game running scene is in the second preset state, and the first game running scene is controlled to execute the first operation instruction, including: When the first game running scene is in the second preset state, respond to the interaction behavior of the controlled virtual object on the scene component model in the first game running scene, and control the scene component model to execute the corresponding first operation instruction according to the interaction behavior; When the first game running scene is in the first preset state, controlling the first game running scene not to execute the first operation instruction includes: When the first game running scene is in the first preset state, the scene component model in the first game running scene is set to be unaffected by the interaction behavior of the controlled virtual object, so that the scene component model does not execute the first operation instruction corresponding to the interaction behavior.
13. The method of claim 3, wherein, When the first game running scene is in a second preset state, control the first game running scene to execute a first operation command, including: In response to the first game running scenario switching from the first preset state to the second preset state, the first operation instruction is started or continued based on the current first game running scenario.
14. The method of claim 3, wherein, The response to the game operation in the first game running scenario, controlling the controlled virtual object to execute game running process instructions, includes: When the first game running scenario is in the first preset state and when it is in the second preset state, the controlled virtual object is controlled to execute game running process instructions in response to the game running operation in the first game running scenario.
15. The method of claim 2, wherein, The method further includes: When entering the first game running scene, the first game running scene is set to the first preset state.
16. The method of claim 1, wherein, The target game scene includes one or more scene components; the first game running scene includes one or more scene component models corresponding to the one or more scene components. The response to the first editing operation in the first game running scenario, obtaining the first editing information, includes: A selection indicator is displayed in the graphical user interface, and the scene component model to be edited is determined from the scene component models of the first game running scene according to the aiming direction of the selection indicator; In response to a first editing operation on the scene component model to be edited, first editing information corresponding to the scene component model to be edited is obtained; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.
17. The method of claim 1, wherein, The first editing operation includes a component addition operation; the response to the first editing operation in the first game running scene, obtaining first editing information, includes: In response to a component addition operation in the first game running scene, the system determines the scene component to be added and obtains the first editing information corresponding to the scene component to be added; the first editing information is used to add the scene component to be added in the target game scene.
18. The method of claim 17, wherein, The response to the component addition operation in the first game running scene determines the scene components to be added, including: One or more scene component controls are displayed in the graphical user interface; In response to a component selection operation in the scene component control, a target scene component control in the scene component control is determined, and a scene component corresponding to the target scene component control is determined as the scene component to be added.
19. The method of claim 17, wherein, The displaying of the one or more scene component controls in the graphical user interface comprises: displaying a scene component control bar in the graphical user interface, the scene component control bar comprising the one or more scene component controls; The method further comprises: In response to an adjustment operation on the scene component control bar, adjusting the scene component controls in the scene component control bar.
20. The method of claim 1, wherein, The target game scene comprises one or more scene components; the first game running scene comprises one or more scene component models corresponding to the one or more scene components; The first editing information is obtained in response to a first editing operation in the first game running scene, comprising: determining a scene component model to be edited from the scene component models in the first game running scene; In response to a trigger operation on the editing operation control, first editing information corresponding to the scene component model to be edited is obtained; the editing operation control is an operation control displayed in the case of determining the scene component model to be edited, or an operation control for controlling the controlled virtual object; the first editing information is used to edit the scene component to be edited in the target game scene; the scene component to be edited corresponds to the scene component model to be edited.
21. The method of claim 20, wherein, The editing operation control comprises a motion operation control; The first editing information corresponding to the scene component model to be edited is obtained in response to a trigger operation on the editing operation control, comprising: In response to a trigger operation on the motion operation control, the scene component model to be edited is controlled to move in the first game running scene, and the first editing information corresponding to the scene component model to be edited is obtained according to the motion information.
22. The method of claim 1, wherein, The method further comprises: In response to triggering the editing effect condition corresponding to the first editing information, the first game running scene is edited according to the first editing information.
23. The method of claim 22, wherein, The first editing information comprises real-time effective editing information; The editing effect condition corresponding to the real-time effective editing information comprises: obtaining the real-time effective editing information; in response to triggering the editing effect condition corresponding to the first editing information, editing the first game running scene according to the first editing information, comprising: When the real-time effective editing information is obtained, the first game running scene is edited according to the real-time effective editing information.
24. The method of claim 22, wherein, The first editing information comprises non-real-time effective editing information; In response to triggering the editing effect condition corresponding to the first editing information, editing the first game running scene according to the first editing information, comprising: After obtaining the non-real-time effective editing information, in response to triggering the non-real-time update condition of the first game running scene, the first game running scene is edited according to the non-real-time effective editing information.
25. The method of claim 24, wherein, The non-real-time update condition comprises at least one of the following: receiving a non-real-time update instruction for the first game running scene; resetting the first game running scene; arriving at a second preset time.
26. The method of claim 22, wherein, The first editing information includes editing delta information; and the editing the first game running scene according to the first editing information includes: editing an initial first game running scene according to the editing delta information, so as to display the edited initial first game running scene when the first game running scene is reset.
27. The method of claim 22, wherein, The method further includes: in response to an editing undo operation, determining, according to the editing undo operation, editing undo information corresponding to at least part of the first editing information; and performing editing undo processing on the edited first game running scene according to the editing undo information.
28. The method of claim 27, wherein, The first editing operation includes a deletion operation on a second scene component model in the first game running scene; the editing undo operation includes a deletion undo operation on the second scene component model; the first editing information includes information indicating deletion of the second scene component model; and the editing undo information includes information indicating undoing of the deletion of the second scene component model. The editing undo processing on the edited first game running scene according to the editing undo information includes: adding the second scene component model back to the edited first game running scene according to the editing undo information.
29. The method of claim 28, wherein, The editing undo information includes initial information of the second scene component model and / or editing information of the second scene component model. The adding the second scene component model back to the edited first game running scene according to the editing undo information includes: adding the second scene component model back to the edited first game running scene in an initial state or an edited initial state according to the editing undo information; The initial state is determined according to the initial information of the second scene component model, and the edited initial state is determined according to the initial information of the second scene component model and / or the editing information of the second scene component model.
30. The method of claim 28, wherein, The deletion undo operation is an operation performed through a recovery control corresponding to the second scene component model; and the recovery control is a control provided in response to the deletion of the second scene component model from the first game running scene according to the first editing information.
31. The method of claim 27, wherein, The editing undo operation includes an undo operation on the first editing operation within a preset range; and the editing undo information includes information indicating undoing of the first editing operation within the preset range. The editing undo processing on the edited first game running scene according to the editing undo information includes: restoring the first game running scene to a target node according to the editing undo information; and the target node is a time node before the first game running scene is edited according to first editing information corresponding to the first editing operation within the preset range.
32. The method of claim 1, wherein, The method further includes: in response to an editing save instruction, updating map data of the target game scene according to the first editing information, so as to display the edited target game scene according to the updated map data when the target game scene is displayed.
33. The method of claim 1, wherein, The method further includes: In response to the snapshot update instruction, the first game running scene snapshot data is updated according to the first editing information, so that the edited first game running scene is displayed according to the updated snapshot data when the first game running scene is reset.
34. The method of claim 33, wherein, The method further comprises: In response to the reset instruction of the first game running scene, the snapshot update instruction is triggered.
35. The method of claim 33, wherein, The method further comprises: When the first game running scene is entered, the initial snapshot data of the first game running scene is saved.
36. The method of claim 1, wherein, The first game running scene is provided with an invisible scene component model; and the method further comprises at least one of the following steps: In response to a component display operation in the first game running scene, the invisible scene component model is displayed; In response to a component hiding operation in the first game running scene, the displayed invisible scene component model is hidden.
37. The method of claim 36, wherein, The display of the invisible scene component model comprises: A visible virtual model corresponding to the invisible scene component model is generated in the first game running scene.
38. The method of claim 1, wherein, The first game running scene is provided with a timer; the editable objects of the first game running scene include first-type objects and second-type objects; and the first editing information is acquired in response to the first editing operation in the first game running scene, which comprises: In response to a first editing operation on the first-type objects in the first game running scene at any time of the timer, the first editing information corresponding to the first-type objects is acquired; In response to a first editing operation on the second-type objects in the first game running scene at a preset time of the timer, the first editing information corresponding to the second-type objects is acquired.
39. The method of claim 1, wherein, The display of the target game scene through the graphical user interface comprises: A game editing scene or a second game running scene is displayed through the graphical user interface; the game editing scene is the target game scene loaded in an editing mode; and the second game running scene is the target game scene loaded in a running mode.
40. The method of claim 1, wherein, The method further comprises: In response to a second running trigger instruction, a second game running scene is displayed in the graphical user interface; the second game running scene is the target game scene loaded in a running mode.
41. The method of claim 1, wherein, The first game running scene is provided with a virtual camera; and the loading of the target game scene to display the first game running scene in the graphical user interface comprises: A picture formed by the virtual camera shooting the first game running scene is displayed in the graphical user interface; and the virtual camera is configured to be adjusted according to the motion of the controlled virtual object.
42. The method of claim 1, wherein, The first editing information is used to edit the target game scene in at least one of the following manners: adding a scene component in the target game scene, deleting a scene component from the target game scene, editing the attributes of a scene component in the target game scene, editing the environment of the target game scene, and editing the game setting information of the target game scene.
43. A game editing device providing a graphical user interface through a terminal device, the device comprising: A first display processing module is configured to display a target game scene through the graphical user interface; A second display processing module is configured to load the target game scene to display a first game running scene in the graphical user interface in response to a first running trigger instruction; the first game running scene is provided with a controlled virtual object configured to be controlled by the terminal device; An editing processing module is configured to acquire first editing information in response to a first editing operation in the first game running scene; The first editing information is used to edit the target game scene; A game running processing module is configured to control the controlled virtual object to execute a game running process instruction in response to a game running operation in the first game running scene; A third display processing module is configured to display an edited target game scene determined according to the first editing information in the graphical user interface in response to a first running stop instruction.
44. A computer program product comprising a computer program which, when executed by a processor, implements the method of any one of claims 1 to 42.
45. An electronic device comprising: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to implement the method of any one of claims 1 to 42 via execution of the executable instructions.
Citation Information
Patent Citations
Game editing processing method and device, storage medium and electronic equipment
CN117504298A
Method and system for editing game interface in real time
CN117531204A
Game editing method and device and electronic equipment
CN117899493A
Method and device for editing digital content in game and electronic equipment
CN118267715A
Game editing method, game editing device, program product, and electronic device
CN118976251A