CN111596909A - Method and medium for visually editing tree structure game logic - Google Patents

Method and medium for visually editing tree structure game logic Download PDF

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Publication number
CN111596909A
CN111596909A CN202010256602.9A CN202010256602A CN111596909A CN 111596909 A CN111596909 A CN 111596909A CN 202010256602 A CN202010256602 A CN 202010256602A CN 111596909 A CN111596909 A CN 111596909A
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node
editing
game
data
logic
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CN111596909B (en
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陈伟明
梁如栋
王宇昂
刘畅
王继新
陈铭铭
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Zhuhai Sandbox Network Technology Co ltd
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Zhuhai Sandbox Network Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/34Graphical or visual programming
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/33Intelligent editors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Abstract

The invention provides a method and a medium for visually editing tree structure game logic, wherein the method comprises the following steps: A. accessing the bottom data, updating and acquiring game logic editing resources and data; B. providing a game logic editing interface, wherein the game logic editing interface comprises an editing tool area, a trigger label bar and a logic editing area; C. loading the game logic resources and data to a logic editing area configured by a user and node elements so as to configure and display data such as names, parameters and return values of the node elements; D. when the test game is started, the logic editing area edited by the user and the node element data in the editing area are converted into game engine readable data. For the tree-shaped code structure, the method establishes a branch editing mode through connecting lines, so that the branches are disconnected or connected more flexibly, the editing efficiency and readability are improved, and the risk of BUG is reduced; and the reusability of similar functions is improved by encapsulating each node of the tree structure.

Description

Method and medium for visually editing tree structure game logic
Technical Field
The invention relates to a method and a medium for visually editing tree structure game logic, and belongs to the technical field of game development.
Background
Complex game logic is often edited when a game is developed, and generally, programmers realize the game logic through a text programming mode. Common text programming languages in game development include C #, Lua, JAVA, and the like, and the learning cost of these languages is high, and it is difficult to master and apply if the languages are not learned professionally. For non-professional game developers, they usually have no ability to use text programming languages, so that it is difficult for them to implement more complex game logic in the process of developing games independently.
In order to solve the above problems, the prior art proposes a visual editing method for converting a code into a popular language instruction. The method converts the packaged function into the command of popular language, and when the developer edits the game logic, the developer only needs to select different commands in a fixed command line. When the game editor packages the game, the instruction set edited by the developer is converted into a corresponding function, and the game logic code which is actually operated is generated.
However, the prior art has the following disadvantages:
1. the readability of the instruction set is poor, and when the instruction set with a tree structure is used, the instruction set with a more instruction or a more complex structure extends inwards layer by layer. Therefore, the instruction hierarchy is easy to be misread, the instruction is easy to be overlooked, and the like during reading, so that the BUG is easy to appear.
2. Due to the limitation of an editing mode, the execution structure of the instruction cannot be flexibly adjusted, deletion and re-creation are needed one by one, and the development efficiency is reduced.
3. When debugging a game, a certain branch in the tree structure needs to be disconnected frequently, but the certain branch cannot be disconnected temporarily in an instruction set and can only be deleted, so that repeated labor is caused, and debugging is inconvenient.
4. For instruction parameters with deeper levels, the instruction parameters cannot be directly displayed on an editing page, and the editing and the viewing are required to be performed inside the click-on instruction.
5. The instructions cannot be encapsulated, which is inconvenient for multiplexing.
Disclosure of Invention
In order to solve the above problems, the present invention provides a method and a medium for visually editing a tree-structured game logic, so as to reduce the difficulty of editing the game logic, and enable a developer who does not have the ability to master programming to implement the game logic by himself. Meanwhile, for the tree-shaped code structure, an editing mode of establishing branches through connecting lines is provided, so that the branches can be disconnected or connected more flexibly, the editing efficiency and readability are improved, and the risk of BUG is reduced; and the reusability of similar functions is improved by encapsulating each node of the tree structure.
The embodiment of the invention relates to a method for visually editing tree structure game logic, which comprises the following steps: A. accessing the bottom data, updating and acquiring game editing resources and data; B. providing a game logic editing interface, wherein the game logic editing interface comprises an editing tool area, a trigger label bar and a logic editing area; C. loading the game logic resources and data to a logic editing area configured by a user and node elements in the logic editing area so as to configure and display names, parameters and return values of the node elements; D. when a test game is started, converting the logic editing area edited by a user and node element data in the logic editing area into game engine readable data; the logic editing area comprises a trigger node element, each parameter node element and a canvas; the node elements are displayed in the canvas in a pattern block mode, and the positions of the node elements are arbitrarily dragged in the canvas; and the trigger node elements are bound with the currently edited trigger and used as root nodes of the trigger logic tree, and all the parameter node elements are transversely expanded as branch nodes of the trigger logic tree.
Further, the parameter node elements include game condition node elements, game action node elements, and data acquisition node elements. The game condition node element, the game action node element and the data acquisition node element are all considered as parameter node elements.
Further, the step a further includes: defining game logic editing resources and data according to game engine data; the game logic editing resources and data include: trigger lists, node parameters and return values, node IDs and locations, node classifications, and gaming module resources.
Further, the step B includes: providing a state for setting the node elements according to a user's editing behavior, the state comprising: selected state, deselected state, connected state with other node elements, and disconnected state with other node elements.
Further, the trigger tab bar displays different triggers of the same object in a tab paging mode; and the trigger label bar displays a trigger of a current editing object, and after the trigger is selected, the logic editing area displays a node element under the trigger.
Further, the step C includes: providing parameters and parameter editing areas of the node elements, wherein the parameters and the parameter editing areas are displayed in the image blocks of the node elements; displaying different editing modes in the parameter editing area according to the data types of the parameters, wherein the editing modes comprise: a text input box, a resource selection button and a data acquisition button; for the parameters of coordinate type and region type, the data acquisition button jumps and acquires position and region data in the editor scene.
Further, the step C further includes: providing a parameter interface and a return value interface of the node element, and establishing flow connection for the node element through a connecting line so as to configure the execution sequence of the whole trigger; the parameter interface of the father node element is connected with the return value interface of the child node element through a connecting line, and the parameter source of the father node element is the connected child node element.
Further, the step C further includes: when a parameter interface of the father node element monitors a click event, a double click event or a drag event, displaying a node element list which accords with the data type of the parameter interface; after a node element is selected, a new node element instance is created in the canvas and automatically connected to the parameter interface of the parent node element.
Further, the step D includes: and generating an engine format file by utilizing the Lua script based on the data of the user finished configuration.
Embodiments of the present invention also relate to a computer-readable storage medium having stored thereon program instructions that, when executed by a processor, implement the above-described method.
The embodiment of the invention has the following beneficial effects: compared with the prior art, the invention displays the game logic in the form of the graphic blocks and organizes the tree structure of the game logic in the form of the connecting lines. The invention has more flexible modification to the branches and the nodes, can disconnect and reconnect the branches at any time, is convenient for organizing the branches, and improves the editing and debugging efficiency. In addition, the invention adopts a node display mode of tiling and unfolding, so that the tree structure logic is clearer, and the readability and the reading logic are greatly improved. The invention can also encapsulate each node of the tree structure, thereby improving the reusability of similar functions.
Drawings
The invention is further illustrated by the following figures and examples.
FIG. 1 is a flow chart of the steps of an embodiment of the method of the present invention;
FIG. 2 is a schematic diagram of a game logic editing system interface according to an embodiment of the present invention when editing a trigger;
FIG. 3 is a schematic diagram of an interface of a parameter node element according to an embodiment of the present invention;
FIG. 4 is a diagram illustrating operation of editing a trigger according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of editing an exemplary game logic according to an embodiment of the present invention.
Detailed Description
The conception, the specific structure and the technical effects of the present invention will be clearly and completely described in conjunction with the embodiments and the accompanying drawings to fully understand the objects, the schemes and the effects of the present invention.
Referring to fig. 1, an embodiment of the method of the present invention comprises the steps of:
A. accessing the bottom data, updating and acquiring game logic editing resources and data. In this embodiment, the game logic editing resources and data include: trigger lists, node parameters and return values, node IDs and locations, node classifications, game module resources.
B. A game logic editing interface is provided that includes an editing tool area, a trigger tab, and a logic editing area. In this embodiment, the logical edit region includes a trigger node element, each parameter node element, and a canvas. Providing a state of a setting node element according to a user's editing behavior, including: selected state of a node element, deselected state, connected state with other node elements, disconnected state with other node elements.
C. And loading the game logic resources and data to a logic editing area configured by a user and node elements in the editing area so as to configure and display the data such as names, parameters, return values and the like of the node elements. In this embodiment, both the parameters and the parameter editing area are displayed in the tile of the node element. According to the data type of the parameter, different editing modes are displayed in the parameter editing area, such as a text input box, a resource selection button and the like.
Further, in this embodiment, a parameter interface and a return value interface of the node element are provided, and a flow connection is established for the node element in the logic editing area through a connection line, so as to configure the execution sequence of the whole trigger.
Further, in the embodiment, the game condition node element, the game action node element and the data obtaining node element are all regarded as parameter node elements, so as to reduce the understanding cost of the user when in use, and make the tree-like logic architecture more concise.
D. When the test game is started, the logic editing area edited by the user and the node element data in the editing area are converted into game engine readable data.
Therefore, in the embodiment of the invention, the tree structure is formed by node elements provided by the game logic editing resources and the data in a connecting line mode, and the trigger, the game condition logic, the game action logic and the acquisition parameter logic are all managed as nodes in the tree structure. The user may combine different game logics by creating and deleting node elements, connecting node elements and disconnecting node elements to implement different game functions.
To specifically explain the display modes of the trigger node element, the parameter node element, the canvas and the like in the game logic editing interface, the description is given by taking fig. 2 as an example. Referring to fig. 2, each graph block in the graph is a node element, wherein the node a element is a trigger node element when a unit enters a game, and other node elements are parameter node elements, for example, the node B element sets a unit team, which is a parameter node element. The node elements are connected through a connecting line to establish flow connection, and the parameter interface of the father node element is connected with the return value interface of the child node element through the connecting line to indicate that the parameter source of the father node element is the connected child node. Therefore, the node elements form the game logic of a tree structure through connection lines.
To specifically describe the display modes of the parameters, the parameter editing area, the parameter interface, the return value interface, and the like of the node element in the game logic editing interface, fig. 3 is taken as an example for description. Referring to fig. 3, by loading game logic editing resources and data into a node element, a node name (e.g., a region a of fig. 3), a return value interface (e.g., a region B of fig. 3), a parameter name (e.g., a region C of fig. 3), a parameter editing region (e.g., a region D of fig. 3), a data type of a parameter (e.g., a region E of fig. 3), and a parameter interface (e.g., a region F of fig. 3) are displayed in a tile of the node element. In addition, when the parameter interface is connected with other node elements, the data type of the parameter is displayed in a dark background, and the parameter editing area of the parameter is grayed out, so that the value of the parameter is not allowed to be directly edited.
The editing operation of the method of the present invention is described below by taking the editing of one trigger as an example:
referring to fig. 4, after clicking the "new" button, a "new event list" pops up, and when clicking or double clicking one item "when a unit enters the game" in the "new event list", a "when the unit enters the game" trigger is created for the current object. The trigger declares and monitors the event of 'when a unit enters the game' in the game, namely when the instance of the current module enters the game, the trigger is triggered, and only if the trigger is triggered, the game logic corresponding to each child node element behind the trigger node element can be executed.
Editing the example game logic of FIG. 2 is largely divided into the following steps:
1) referring to FIG. 5, when a team needs to be allocated to a player, by clicking or double-clicking or dragging the parameter interface of the parent node element, a list of node elements matching the data type of the parameter interface is displayed. Clicking the 'team' classification to expand, clicking or double clicking the 'setting unit team' node element under the classification, creating a 'setting unit team' node element in the canvas, and automatically connecting the return value interface of the node element with the parameter interface of the father node. In the node element of "setting unit team", the team ID can be input as needed in the parameter editing area. In addition, since the parameters of the entry type cannot be directly edited in the parameter editing area, return values need to be acquired from other node elements, and in the example logic, the team needs to be set for the units entering the game, so it is sufficient to create the "acquire event parameter" node element and link its return value to the "unit" parameter in a similar manner.
2) Other node elements may be created by similar methods, such as creating a "add money to player" node element at a parameter interface that triggers a second execution item of the node element when money needs to be added to the player. Corresponding currency types and currency amounts can also be entered in the parameter editing area as desired. For the "unit" parameter, according to the example logic, it is sufficient to create a "get event parameter" node element and attach its return value to the "unit" parameter by a similar method.
Therefore, by the editing, the editing of one trigger can be completed, and the corresponding game logic is realized.
The game logic implemented in this embodiment is mainly:
1) waiting for a trigger to trigger 'when a unit enters a game', if the trigger is triggered, executing the following steps, otherwise, keeping waiting;
2) allocating teams to players who trigger the "when unit enters game" trigger;
3) adding money to a player that triggered the "when unit entered game" trigger;
the node elements correspond to the method for packaging the game engine respectively, and the method specifically comprises the following steps:
name of method Function(s)
SetEntityTeam Allocating teams to players
AddCurrency Adding money to players
GetContextVar Obtaining context of a current event
After the game logic is edited, when a test game is started, the node element data is converted into data readable by a game engine, and finally, an bts format configuration file is exported, wherein the summary of the file format is as follows:
Figure BDA0002437575040000051
wherein, the event _ ENTER is a trigger of game logic, and the player can execute internal logic in sequence after meeting the condition of triggering;
wherein SetEntityTeam is a child node element of the game logic, and entity and teamId are parameters of the child node element; $ obj1 and 1 are the values of the parameters of the child node element.
In this embodiment, the user can also add or delete the sequential execution items of the trigger node elements and freely add or delete the parameter node elements according to the required game logic. The triggering node element can be configured with various parameter node elements of different types, and in addition, after the game logic is edited by the method, when the game logic needs to be modified, the parameter value can be directly modified in the parameter editing area of the node element, or the parameter interface is connected with the corresponding parameter node element.
It should be recognized that the method steps in embodiments of the present invention may be embodied or carried out by computer hardware, a combination of hardware and software, or by computer instructions stored in a non-transitory computer readable memory. The method may use standard programming techniques. Each program may be implemented in a high level procedural or object oriented programming language to communicate with a computer system. However, the program(s) can be implemented in assembly or machine language, if desired. In any case, the language may be a compiled or interpreted language. Furthermore, the program can be run on a programmed application specific integrated circuit for this purpose.
Further, the operations of processes described herein can be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The processes described herein (or variations and/or combinations thereof) may be performed under the control of one or more computer systems configured with executable instructions, and may be implemented as code (e.g., executable instructions, one or more computer programs, or one or more applications) collectively executed on one or more processors, by hardware, or combinations thereof. The computer program includes a plurality of instructions executable by one or more processors.
Further, the method may be implemented in any type of computing platform operatively connected to a suitable interface, including but not limited to a personal computer, mini computer, mainframe, workstation, networked or distributed computing environment, separate or integrated computer platform, or in communication with a charged particle tool or other imaging device, and the like. Aspects of the invention may be embodied in machine-readable code stored on a non-transitory storage medium or device, whether removable or integrated into a computing platform, such as a hard disk, optically read and/or write storage medium, RAM, ROM, or the like, such that it may be read by a programmable computer, which when read by the storage medium or device, is operative to configure and operate the computer to perform the procedures described herein. Further, the machine-readable code, or portions thereof, may be transmitted over a wired or wireless network. The invention described herein includes these and other different types of non-transitory computer-readable storage media when such media include instructions or programs that implement the steps described above in conjunction with a microprocessor or other data processor. The invention may also include the computer itself when programmed according to the methods and techniques described herein.
A computer program can be applied to input data to perform the functions described herein to transform the input data to generate output data that is stored to non-volatile memory. The output information may also be applied to one or more output devices, such as a display. In a preferred embodiment of the invention, the transformed data represents physical and tangible objects, including particular visual depictions of physical and tangible objects produced on a display.
The above description is only a preferred embodiment of the present invention, and the present invention is not limited to the above embodiment, and any modifications, equivalent substitutions, improvements, etc. within the spirit and principle of the present invention should be included in the protection scope of the present invention as long as the technical effects of the present invention are achieved by the same means. The invention is capable of other modifications and variations in its technical solution and/or its implementation, within the scope of protection of the invention.

Claims (10)

1. A method for visually editing tree structured game logic, comprising:
A. accessing the bottom data, updating and acquiring game editing resources and data;
B. providing a game logic editing interface, wherein the game logic editing interface comprises an editing tool area, a trigger label bar and a logic editing area;
C. loading the game logic resources and data to a logic editing area configured by a user and node elements in the logic editing area so as to configure and display names, parameters and return values of the node elements;
D. when a test game is started, converting the logic editing area edited by a user and node element data in the logic editing area into game engine readable data;
the logic editing area comprises a trigger node element, each parameter node element and a canvas; the node elements are displayed in the canvas in a pattern block mode, and the positions of the node elements are arbitrarily dragged in the canvas; the trigger node element is bound with the currently edited trigger and serves as a root node of the trigger logic tree; each parameter node element is spread laterally as a branch node of the trigger logic tree.
2. The method of claim 1, wherein the parameter node elements comprise game condition node elements, game action node elements, and data acquisition node elements.
3. The method of claim 1, wherein step a further comprises: defining game logic editing resources and data according to game engine data; the game logic editing resources and data include: trigger lists, node parameters and return values, node IDs and locations, node classifications, and gaming module resources.
4. The method of claim 1, wherein step B comprises: providing a state for setting the node elements according to a user's editing behavior, the state comprising: selected state, deselected state, connected state with other node elements, and disconnected state with other node elements.
5. The method of claim 1, wherein the trigger tab displays different triggers of the same object in tab pages; and the trigger label bar displays a trigger of a current editing object, and after the trigger is selected, the logic editing area displays node elements under the trigger.
6. The method of claim 1, wherein step C comprises: providing parameters and parameter editing areas of the node elements, wherein the parameters and the parameter editing areas are displayed in the image blocks of the node elements; displaying different editing modes in the parameter editing area according to the data types of the parameters, wherein the editing modes comprise: a text input box, a resource selection button and a data acquisition button; the data capture button is used to jump to and capture location and area data in the editor scene.
7. The method of claim 1, wherein step C further comprises: providing a parameter interface and a return value interface of the node element, and establishing flow connection for the node element through a connecting line so as to configure the execution sequence of the whole trigger; the parameter interface of the parent node element is connected to the return value interface of the child node element by a connection.
8. The method of claim 7, wherein step C further comprises: when a parameter interface of the father node element monitors a click event, a double click event or a drag event, displaying a node element list which accords with the data type of the parameter interface; after a node element in the list of node elements is selected, a new node element instance is created in the canvas and automatically connected to the parameter interface of the parent node element.
9. The method of claim 1, wherein step D comprises: and generating an engine format file by utilizing the Lua script based on the data of the user finished configuration.
10. A computer-readable storage medium, having stored thereon program instructions which, when executed by a processor, implement the method of any one of claims 1 to 9.
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