CN111596909B - 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
CN111596909B
CN111596909B CN202010256602.9A CN202010256602A CN111596909B CN 111596909 B CN111596909 B CN 111596909B CN 202010256602 A CN202010256602 A CN 202010256602A CN 111596909 B CN111596909 B CN 111596909B
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editing
node
game
data
logic
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CN111596909A (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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    • 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-structured 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 tag field and a logic editing area; C. loading the game logic resources and data into a logic editing area configured by a user and the node elements so as to configure and display the data such as the names, parameters, return values and the like of the node elements; D. when the test game is started, the logic editing area which is edited by the user and node element data in the editing area are converted into game engine readable data. For a tree-shaped code structure, the method establishes a branch editing mode through a connecting line, so that the branches are disconnected or connected more flexibly, the editing efficiency and the readability are improved, and the risk of BUG is reduced; and improving reusability of similar functions 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-structured game logic, belonging to the technical field of game development.
Background
Often, complex game logic is edited during game development, and is generally implemented by a programmer through text programming. The common text programming languages in game development are C#, lua, JAVA and the like, and the learning cost of the languages is high, so that the language is difficult to master and apply without professional learning. Whereas for non-professional game developers they often do not have the ability to use text programming languages, so that they have difficulty implementing more complex game logic in developing games independently.
In order to solve the above-mentioned problems, the prior art proposes a visual editing method of converting codes into popular language instructions. The method converts the packaged function into instructions in popular language, and when a developer edits game logic, the developer only needs to select different instructions in fixed instruction lines. When the game editor packages the game, the instruction set edited by the developer is converted into corresponding functions, and the actually running game logic code 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 and the instructions are more or the structure is more complex, the instructions can extend inwards layer by layer. Therefore, the instruction hierarchy, the skip instruction, and the like are easily seen in reading, and the BUG is easily generated.
2. The execution structure of the instruction cannot be flexibly adjusted due to the limitation of the editing mode, and the instruction needs to be deleted and created one by one, so that the development efficiency is reduced.
3. When debugging a game, a certain branch in the tree structure needs to be frequently disconnected, but the certain branch cannot be temporarily disconnected in an instruction set and can only be deleted, so that repeated labor is caused, and the debugging is inconvenient.
4. For instruction parameters with deeper hierarchy, the parameters cannot be directly displayed on an editing page, and the inside of the click-on instruction is required to be edited and checked.
5. The instruction cannot be packaged, and multiplexing is inconvenient.
Disclosure of Invention
In order to solve the problems, the invention provides a method and a medium for visually editing tree-structured game logic, so as to reduce the difficulty of editing the game logic and enable a developer without mastering programming ability to realize the game logic by himself. Meanwhile, for a 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 the readability are improved, and the risk of BUG is reduced; and improving reusability of similar functions 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 tag field and a logic editing area; C. loading the game logic resources and data into 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 which is edited by a user and node element data in the logic editing area into game engine readable data; the logic editing area comprises trigger node elements, parameter node elements and canvas; the node elements are displayed in the canvas in the form of tiles, and the node elements drag positions randomly in the canvas; and the trigger node elements are bound with the currently edited trigger and serve as root nodes of the trigger logic tree, and each parameter node element is transversely unfolded as a branch node of the trigger logic tree.
Further, the parameter node elements include a game condition node element, a game action node element, and a data acquisition node element. The game condition node element, the game action node element and the data acquisition node element are all regarded as parameter node elements.
Further, the step a further includes: defining the game logic editing resources and data according to game engine data; the game logic editing resources and data include: trigger list, node parameters and return values, node ID and location, node classification, and game module resources.
Further, the step B includes: providing a state of setting the node element according to editing behavior of a user, wherein the state comprises: a selected state, a deselected state, a connected state with other node elements, and a disconnected state with other node elements.
Further, the trigger tag column displays different triggers of the same object in a tag paging mode; and the trigger tag column displays a trigger of the current editing object, and the logic editing area displays node elements under the trigger after the trigger is selected.
Further, the step C includes: providing parameters and parameter editing areas of the node element, wherein the parameters and the parameter editing areas are displayed in a block of the node element; displaying different editing modes in the parameter editing area according to the data types of the parameters, wherein the editing modes comprise: a text entry box, a resource selection button, and a data acquisition button; for parameters of the coordinate type and the region type, the data acquisition button jumps and acquires position and region data in the editor's 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 parent node element is connected with the return value interface of the child node element through a connecting line, and the parameter source of the parent node element is represented as the connected child node element.
Further, the step C further includes: when the parameter interface of the father node element monitors a click or double-click or drag event, displaying a node element list conforming to 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 with the parameter interface of the parent node element.
Further, the step D includes: an engine format file is generated using the Lua script based on the data that the user has completed the configuration.
The embodiments of the present invention also relate to a computer readable storage medium having stored thereon program instructions which, 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 a block, and organizes the tree structure of the game logic in the form of a connecting line. 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 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 described below with reference to the drawings and examples.
FIG. 1 is a flow chart of steps of an embodiment of the method of the present invention;
FIG. 2 is a schematic diagram of an interface of a game logic editing system according to an embodiment of the present invention when editing a trigger;
FIG. 3 is an interface schematic diagram of a parameter node element according to an embodiment of the present invention;
FIG. 4 is a schematic diagram illustrating the operation of editing a trigger according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of editing example game logic according to an embodiment of the present invention.
Detailed Description
The conception, specific structure, and technical effects produced by the present invention will be clearly and completely described below with reference to the embodiments and the drawings to fully understand the objects, aspects, and 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 obtaining the game logic editing resources and data. In this embodiment, the game logic editing resources and data include: trigger list, node parameters and return values, node ID and location, node classification, game module resources.
B. A game logic editing interface is provided that includes an editing tool area, a trigger tab bar, and a logic editing area. In this embodiment, the logical edit section contains trigger node elements, individual parameter node elements, and canvas. Providing the state of the set node element according to the editing behavior of the user, comprising: a selected state of a node element, a deselected state, a connected state with other node elements, a disconnected state with other node elements.
C. And loading the game logic resources and data into 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 edit field are displayed in a tile of the node element. Different editing modes, such as a text input box, a resource selection button and the like, are displayed in the parameter editing area according to the data type of the parameter.
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 of the logical edit area through a connection line, so as to configure the execution sequence of the whole trigger.
Further, in this embodiment, the game condition node element, the game action node element and the data acquisition node element are all regarded as parameter node elements, so as to reduce the understanding cost of the user during use, and make the tree-shaped logic architecture more concise.
D. When the test game is started, the logic editing area which is edited by the user and node element data in the editing area are converted into game engine readable data.
Therefore, the embodiment of the invention forms the tree structure by connecting the node elements provided by the game logic editing resource and the data, and manages the trigger, the game condition logic, the game action logic and the acquisition parameter logic as nodes in the tree structure. The user may combine different game logic by creating and deleting node elements, connecting node elements, and disconnecting node elements to implement different game functions.
To specifically illustrate the display modes of the trigger node element, the parameter node element, the canvas and the like in the game logic editing interface in the present invention, fig. 2 is taken as an example for illustration. Referring to fig. 2, each block in the diagram is a node element, where the "when a unit enters a game" of node a is a trigger node element, and the other node elements are parameter node elements, for example, the "set unit team" of node B is a parameter node element. The node elements are connected through a connecting line to establish a flow connection, and the parameter interface of the parent node element is connected with the return value interface of the child node element through a connecting line to indicate that the parameter source of the parent node element is the connected child node. Thus, each node element forms a tree-structured game logic through the connection lines.
In order 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 in the present invention, fig. 3 is taken as an example for explanation. Referring to fig. 3, by loading game logic editing resources and data into node elements, node names (e.g., region a of fig. 3), return value interfaces (e.g., region B of fig. 3), parameter names (e.g., region C of fig. 3), parameter editing regions (e.g., region D of fig. 3), data types of parameters (e.g., region E of fig. 3), and parameter interfaces (e.g., region F of fig. 3) are displayed in tiles of the node elements. In addition, when the parameter interface is connected with other node elements, the data type of the parameter is displayed in dark background, and the parameter editing area of the parameter is gray, 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, the "new event list" is popped up, and clicking or double clicking one item "when the unit enters the game" in the "new event list" creates a trigger "when the unit enters the game" for the current object. The trigger declares a monitor game for a "when unit enters game" event, i.e., when the instance of the current module enters 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 is executed.
Editing the example game logic in fig. 2 is mainly divided into the following steps:
1) Referring to fig. 5, when a player needs to be assigned a team, by clicking or double-clicking or dragging the parameter interface of the parent node element, a node element list conforming to the data type of the parameter interface is displayed. Clicking the "team" class to expand, clicking or double clicking the "set unit team" node element under the class creates a "set unit team" node element in the canvas and automatically connects its return value interface to the parent node's parameter interface. In the node element of "set unit team", a team ID may be input as needed in the parameter editing area. In addition, since the entity type parameter cannot be edited directly in the parameter editing area, it is necessary to acquire a return value from other node elements, and in the example logic, it is necessary to set a team for a unit entering a game, it is sufficient to create an "acquire event parameter" node element in a similar manner and connect its return value to the "unit" parameter.
2) Other node elements may also be created in a similar manner, 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 it is desired to add money to the player. The corresponding currency type and currency amount can also be entered in the parameter editing area as needed. For the "unit" parameter, according to example logic, a "get event parameter" node element is created by a similar method and its return value is connected to the "unit" parameter.
Therefore, through the editing, the editing of one trigger can be completed, and corresponding game logic is realized.
The game logic implemented in this embodiment is mainly:
1) Waiting for the trigger to trigger when the unit enters the game, if the trigger is triggered, executing the following steps, otherwise, keeping waiting;
2) Assigning a team to a player who triggers the "when a unit enters a game" trigger;
3) Adding money to the player triggering the "when unit enters game" trigger;
the node elements respectively correspond to the method for packaging the game engine, and the specific table is as follows:
method name Function of
SetEntityTeam Assigning teams to players
AddCurrency Adding money to players
GetContextVar Acquiring context of current event
After the game logic editing is completed, when the test game is started, the node element data are converted into game engine readable data, and finally, a bts format configuration file is exported, wherein the outline of the file format is as follows:
Figure BDA0002437575040000051
wherein ENTITY_ENTER is a trigger of game logic, and the player executes internal logic in sequence after meeting the condition of triggering;
the SetEntityTeam is a child node element of game logic, and entity and teamId are parameters of the child node element; both $ obj1 and 1 are values of the parameters of the child node element.
In this embodiment, the user may also add or delete the sequential execution items of the trigger node elements according to the required game logic, and freely add or delete the parameter node elements. In addition, after the method of the invention is utilized to complete the editing of the game logic, when the game logic needs to be modified, the parameter values can be directly modified in the parameter editing area of the node element, or the parameter interfaces are connected with the corresponding parameter node elements.
It should be appreciated that the method steps in embodiments of the present invention may be implemented or carried out by computer hardware, a combination of hardware and software, or by computer instructions stored in 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.
Furthermore, the operations of the processes described herein may be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The processes (or variations and/or combinations thereof) described herein may be performed under 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), by hardware, or combinations thereof, collectively executing on one or more processors. 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 computing platform, including, but not limited to, a personal computer, mini-computer, mainframe, workstation, network or distributed computing environment, separate or integrated computer platform, or in communication with a charged particle tool or other imaging device, and so forth. Aspects of the invention may be implemented 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, optical read and/or write storage medium, RAM, ROM, etc., such that it is readable by a programmable computer, which when read by a computer, is operable to configure and operate the computer to perform the processes described herein. Further, the machine readable code, or portions thereof, may be transmitted over a wired or wireless network. When such media includes instructions or programs that, in conjunction with a microprocessor or other data processor, implement the steps described above, the invention described herein includes these and other different types of non-transitory computer-readable storage media. The invention may also include the computer itself when programmed according to the methods and techniques of the present invention.
The computer program can be applied to the input data to perform the functions described herein, thereby converting the input data to generate output data that is stored to the 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 specific visual depictions of physical and tangible objects produced on a display.
The present invention is not limited to the above embodiments, but can be modified, equivalent, improved, etc. by the same means to achieve the technical effects of the present invention, which are included in the spirit and principle of the present invention. Various modifications and variations are possible in the technical solution and/or in the embodiments within the scope of the invention.

Claims (9)

1. A method of 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 tag field and a logic editing area;
C. loading the game logic resources and data into 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 which is edited by a user and node element data in the logic editing area into game engine readable data;
the logic editing area comprises trigger node elements, parameter node elements and canvas; the node elements are displayed in the canvas in the form of tiles, and the node elements drag positions randomly in the canvas; the trigger node element is bound with the currently edited trigger and is used as a root node of a trigger logic tree; each parameter node element is used as a branch node of the trigger logic tree to be transversely unfolded;
the step C comprises the following steps: providing parameters and parameter editing areas of the node element, wherein the parameters and the parameter editing areas are displayed in a block of the node element; displaying different editing modes in the parameter editing area according to the data types of the parameters, wherein the editing modes comprise: a text entry box, a resource selection button, and a data acquisition button; the data acquisition button is used for jumping and acquiring position and area data in the editor scene.
2. The method of claim 1, wherein the parameter node elements include a game condition node element, a game action node element, and a data acquisition node element.
3. The method of claim 1, wherein step a further comprises: defining the game logic editing resources and data according to game engine data; the game logic editing resources and data include: trigger list, node parameters and return values, node ID and location, node classification, and game module resources.
4. The method according to claim 1, wherein said step B comprises: providing a state of setting the node element according to editing behavior of a user, wherein the state comprises: a selected state, a deselected state, a connected state with other node elements, and a disconnected state with other node elements.
5. The method of claim 1, wherein the trigger tab bar displays different triggers of the same object in a tab-paged manner; and the trigger tag column displays a trigger of the 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 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 with the return value interface of the child node element by a connection.
7. The method of claim 6, wherein step C further comprises: when the parameter interface of the father node element monitors a click or double-click or drag event, displaying a node element list conforming to the data type of the parameter interface; after a node element in the node element list is selected, a new node element instance is created in the canvas and automatically connected with the parameter interface of the parent node element.
8. The method according to claim 1, wherein said step D comprises: an engine format file is generated using the Lua script based on the data that the user has completed the configuration.
9. A computer readable storage medium, having stored thereon program instructions which, when executed by a processor, implement the method of any of claims 1 to 8.
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