WO2024251005A1 - 游戏中的换色方法、装置和电子设备 - Google Patents

游戏中的换色方法、装置和电子设备 Download PDF

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Publication number
WO2024251005A1
WO2024251005A1 PCT/CN2024/096074 CN2024096074W WO2024251005A1 WO 2024251005 A1 WO2024251005 A1 WO 2024251005A1 CN 2024096074 W CN2024096074 W CN 2024096074W WO 2024251005 A1 WO2024251005 A1 WO 2024251005A1
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Prior art keywords
color
target
preset
edited
colors
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English (en)
French (fr)
Inventor
贾若愚
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Publication of WO2024251005A1 publication Critical patent/WO2024251005A1/zh
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Classifications

    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/63Generating 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 by the player, e.g. authoring using a level editor
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04845Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range for image manipulation, e.g. dragging, rotation, expansion or change of colour
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Definitions

  • the present disclosure relates to the technical field of game interaction design, and in particular to a color changing method, device and electronic device in a game.
  • each component corresponds to at least one dyeing area, and the player can adjust the color corresponding to one dyeing area in the component each time. If the player wants to update the colors of multiple components, this method is cumbersome, resulting in low efficiency in player component color adjustment, affecting the player's gaming experience.
  • a method for changing colors in a game wherein a graphical user interface is provided through a terminal device, and a game editing scene provided by running a game program is displayed in the graphical user interface, wherein the game editing scene includes a plurality of edited components; the edited components are editing components set in the game editing scene in response to editing operations; the method comprises: in response to a setting operation for a target edited component among the plurality of edited components, a color palette selection control is displayed in the graphical user interface; wherein the target edited component includes at least one dyeing area, and the dyeing area is used to configure a color for the target edited component; in response to a triggering operation for the color palette selection control, a color palette selection list corresponding to the target edited component is displayed in the graphical user interface; wherein the color palette selection list includes at least one alternative color matching entry; the alternative color matching entry includes alternative colors of the dyeing area contained in the target edited component; in response to a selection operation in the color palette selection list, a target
  • a color changing device in a game which provides a graphical user interface through a terminal device; a game editing scene provided by running a game program is displayed in the graphical user interface, wherein the game editing scene includes a plurality of edited components; the edited components are editing components set in the game editing scene in response to editing operations; the device includes: a control display module, which is used to display a color palette selection control in the graphical user interface in response to a setting operation for a target edited component among the plurality of edited components; wherein the target edited component includes at least one dyeing area, and the dyeing area is used to configure a color for the target edited component; a list display module, Used to respond to a trigger operation on a color palette selection control, and display a color palette selection list corresponding to a target edited component in a graphical user interface; wherein the color palette selection list includes at least one alternative color matching entry; the alternative color matching entry includes alternative colors of a dyeing area contained in the target edited component; a color
  • an electronic device which includes a processor and a memory, the memory storing machine executable instructions that can be executed by the processor, and the processor executing the machine executable instructions to implement the color changing method in the above game.
  • a computer-readable storage medium which stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the color-changing method in the above-mentioned game.
  • the present disclosure provides a method, device and electronic device for changing colors in a game.
  • a color palette selection control is displayed in a graphical user interface, and the target edited component includes at least one dyeing area.
  • a color palette selection list corresponding to the target edited component is displayed in the graphical user interface, and the color palette selection list includes at least one alternative color matching entry.
  • the alternative color matching entry includes alternative colors of the dyeing area included in the target edited component.
  • a target color matching entry is determined from at least one alternative color matching entry, the color of the dyeing area included in the target edited component is updated according to the alternative color in the target color matching entry, and the target edited component after the color of the dyeing area is updated is displayed in the graphical user interface.
  • This method can be performed by selecting a color palette in the color palette selection list.
  • the alternative color matching entry changes the overall color of the dyed area in the edited component, which improves the efficiency of component color changing, reduces the player's color adjustment cost, and improves the player's gaming experience.
  • FIG1 is a flow chart of a color changing method in a game provided by an embodiment of the present disclosure
  • FIG2 is a schematic diagram showing a display of a first editing window provided in an embodiment of the present disclosure
  • FIG3 is a flow chart of a color changing method in another game provided by an embodiment of the present disclosure.
  • FIG4 is a schematic diagram of a second editing window provided in an embodiment of the present disclosure.
  • FIG5 is a schematic diagram showing a display of a color palette selection list provided in an embodiment of the present disclosure
  • FIG6 is a schematic diagram of a component color change method provided by an embodiment of the present disclosure.
  • FIG7 is a schematic diagram of the structure of a color changing device in one of the games provided by an embodiment of the present disclosure.
  • FIG8 is a schematic diagram of the structure of one of the electronic devices provided in an embodiment of the present disclosure.
  • the color changing method in the game of the present disclosure in one embodiment of the present disclosure can be run on a local terminal device or a server.
  • the method can be implemented and executed based on the cloud interaction system, wherein the cloud interaction system includes a server and a client device.
  • various cloud applications can be run under the cloud interaction system, such as cloud games.
  • cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, the storage and operation of the color changing method in the game are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud performs information processing.
  • the player operates the client device to send an operation instruction to the cloud game server, and the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the game screen is decoded and output by the client device.
  • a local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
  • the disclosed embodiment provides a color changing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above.
  • a game editing scene provided by running a game program is displayed in the graphical user interface, wherein the game editing scene includes a plurality of edited components; the edited components are editing components set in the game editing scene in response to editing operations; as shown in FIG1 , the method includes the following specific steps:
  • Step S102 in response to a setting operation for a target edited component among multiple edited components, a color palette selection control is displayed in a graphical user interface; wherein the target edited component includes at least one dyeing area, and the dyeing area is used to configure a color for the target edited component.
  • the above game editing scene is the scene provided by running the game program, which can also be understood as the scene provided by the game editor.
  • editable components can be edited, and the edited editable components are determined as edited components and set in the game editing scene.
  • the game editing scene can be displayed in the graphical user interface, and the game editing instruction can be determined according to the game rules.
  • the editing instruction can be an operation of entering the game editor; it can also be an operation of selecting a scene map for editing, etc.
  • the edited components can be set in the game editing scene in the following manner: displaying a first editing window in the graphical user interface; wherein the first editing window includes a plurality of editable components; in response to the selection operation of the target editable component among the plurality of editable components, controlling the generation of the edited components corresponding to the target editable component in the game editing scene.
  • the component types and component forms specifically included in the above-mentioned editable components can be set according to the research and development requirements. As shown in FIG2, a display schematic diagram of a first editing window provided by an embodiment of the present disclosure is shown.
  • the rectangular frame corresponding to the number 1 in FIG2 corresponds to the first editing window, and the first editing window includes a plurality of different types of editable components, including: terrain components, mechanism components, decoration components, and combination components, etc., and each type of editable component also includes a plurality of editable components.
  • the mechanism components in FIG2 also include motion mechanism components, functional mechanism components, logic components, object components, and floor components, wherein the key to the motion mechanism also includes cylinders, gears, cross gears, clockwise turntables, etc.
  • the specific operations of the above selection operations can be determined according to R&D requirements or according to user setting operations. For example, the selection operation can be dragging the target editable component to the game editing scene, or clicking or long pressing the target editing component in the first editing window.
  • the game editing scene may include multiple edited components, and the target edited component may be any one of the multiple edited components.
  • the specific edited component of the target edited component may be determined according to the player's operation.
  • the specific operation of the setting operation for the target edited component may be determined according to the research and development requirements, or may be determined according to the user's setting operation.
  • the setting operation may be an operation in which the player selects the target edited component and edits the target edited component.
  • a color palette selection control for the target edited component When the player performs a setting operation on the target edited component, a color palette selection control for the target edited component will be displayed at a specified position in the graphical user interface; the specified position may be any position in the graphical user interface, or may be a fixed position in the graphical user interface, or may be a position in the second editing window displayed in the graphical user interface, etc.
  • the color palette selection control is used to select a color for the dyeing area of the target edited component.
  • a dyeing area corresponds to a color channel; the color channel is used to store the color parameters of the dyeing area, and update the color of the dyeing area according to the color parameters.
  • each edited component includes at least one dyeing area, which is used to configure the color of the corresponding edited component, that is, the dyeing area updates the color through the color parameters currently stored in the color channel, thereby updating the color of the edited component corresponding to the dyeing area.
  • the dyeing area of the editable component corresponding to the edited component is pre-set during the component development stage, so the number of dyeing areas of the edited component included in the game editing scene, and the area corresponding to each dyeing area in the edited component are also set in advance.
  • the dyeing area of the editable component corresponding to the edited component can be customized according to the user's setting instructions, that is, different areas on the editing component are set to different dyeing areas through user interaction.
  • the number of dyeing areas corresponding to the edited component may have an upper limit, and the specific upper limit can be determined according to research and development requirements, or according to user settings. For example, the upper limit may be four. If each edited component contains four dyeing areas, then the edited component corresponds to four color channels, and each color channel can receive color parameters, which are mask maps containing corresponding colors.
  • the editable component may include a dyed area that is in a fixed pattern and cannot be customized. This method will create a field corresponding to the editor color parameter in the material corresponding to the editable component, thereby changing the color of the editable component through the color parameter.
  • Step S104 in response to a trigger operation on a color palette selection control, a color palette selection list corresponding to the target edited component is displayed in a graphical user interface; wherein the color palette selection list includes at least one alternative color matching entry; the alternative color matching entry includes alternative colors of the dyeing area contained in the target edited component.
  • the triggering operation for the color palette selection control can be a player's click operation, long press operation, etc. on the color palette selection control, which can be determined according to the game rules.
  • the color palette selection list corresponding to the target edited component will be displayed in the graphical user interface, and the color palette selection list will usually be displayed in a location associated with the color palette selection control.
  • the color palette selection control is a drop-down control.
  • a color palette selection list will be displayed below the color palette selection control.
  • the color palette selection list may include one or more alternative color matching entries, and the alternative color matching entries include alternative colors for the dyeing area contained in the target edited component. Among them, the number of alternative colors included in the alternative color matching entry can be the same as the number of dyeing areas contained in the target edited component, or it can be different. It can be determined according to research and development needs or according to the user's setting operation.
  • the alternative colors contained in each alternative color entry in the color palette selection list are set in advance, and the alternative colors contained in different alternative color entries can be the same or different. If the alternative colors contained in different alternative color entries are exactly the same, the color order of the same alternative color in different alternative color entries may be different. For example, alternative color entry 1 and alternative color entry 2 both contain the four colors red, yellow, green and purple, then the order of these four colors in alternative color entry 1 is: red, yellow, purple, green; the order of these four colors in alternative color entry 2 is: yellow, purple, green, red.
  • the number of colors of the alternative colors included in the alternative color matching entries displayed in the color palette selection list is the same as the number of regions of the dyed areas included in the target edited component. That is, if the target edited component includes multiple dyed areas, each alternative color matching entry displayed in the color palette selection list will include multiple alternative colors, thereby facilitating a one-to-one correspondence between the alternative colors and the dyed areas in the target edited component.
  • Step S106 in response to a selection operation in the color palette selection list, determining a target color matching entry from at least one candidate color matching entry, and updating the color of the dyeing area included in the target edited component according to the candidate colors in the target color matching entry.
  • the above-mentioned selection operation can be a click operation or a long press operation on a certain alternative color matching item in the color palette selection list.
  • the color of each dyeing area in the target edited component will be updated according to the alternative color in the target color matching item.
  • the specific update method of the color of the specific dyeing area can be determined according to the research and development requirements, and can also be determined according to the user's setting operation.
  • the color of the dyeing area of the target edited component can be updated according to the correspondence between the alternative colors and the dyeing areas, wherein the correspondence between the alternative colors and the dyeing areas is set according to a preset rule, and the preset rule can be determined according to the research and development requirements, and can also be determined according to the user's setting operation.
  • the preset rule can be based on the order of the alternative colors in the target color matching item and the order of the dyeing area of the target edited component.
  • the corresponding relationship between the alternative colors and the dyeing area is determined, that is, when the color order of the alternative colors is the same as the order of the regional colors of the dyeing area, the dyeing area is updated to the alternative color.
  • Step S108 displaying the target edited component after the color of the dyed area is updated in the graphical user interface.
  • the target edited component with the updated color of the dyed area is obtained, and the target edited component with the updated color of the dyed area is displayed in the graphical user interface, so that the player can check whether the target edited component with the updated color of the dyed area meets his or her needs.
  • the disclosed embodiment provides a color changing method in a game, which can change the color of the dyed area in the edited component as a whole by selecting an alternative color matching entry in the color palette selection list. Compared with the method in which the player adjusts the color corresponding to a dyed area in the component at a time in the game editor, the disclosed embodiment improves the component color changing efficiency, reduces the player's color adjustment cost, and improves the player's gaming experience.
  • the disclosed embodiment provides a color changing method in a game.
  • the method is implemented on the basis of the above embodiment.
  • the method focuses on describing the specific process of displaying a color palette selection control in a graphical user interface in response to a setting operation on a target edited component among multiple edited components (implemented by the following steps S202-S204), and the specific process of determining a target color matching entry from at least one alternative color matching entry in response to a selection operation in a color palette selection list, and updating the color of a dyed area included in the target edited component according to the alternative color matching in the target color matching entry (implemented by the following steps S208-S210); as shown in FIG3, the method includes the following specific steps:
  • Step S202 in response to a triggering operation on a target edited component among multiple edited components, a target edited component is selected.
  • the trigger operation may be a click operation or a selection operation on a target edited component among a plurality of edited components displayed in the game editing scene.
  • Step S204 in response to a triggering operation on a setting control in the graphical user interface, a second editing window is displayed in the graphical user interface; wherein the second editing window includes: a color palette selection control, and a current color corresponding to a dyeing area included in the target edited component.
  • the trigger operation for the setting control may be a click operation or a long press operation on the setting control.
  • the setting control is triggered, and a second editing window may be displayed in the graphical user interface.
  • the second editing window is used to edit or set the component information of the selected target edited component, and the component information includes component color, component rotation speed, center of gravity position, etc.
  • the color palette selection control in the second editing window is used to adjust the component color.
  • FIG4 a schematic diagram of a second editing window provided by an embodiment of the present disclosure is shown.
  • the rectangular box corresponding to number 2 in FIG4 is the second editing window corresponding to the target edited component whose component name is the clockwise turntable.
  • the rectangular box corresponding to number 3 in the second editing window is a color palette selection control.
  • the four color identifiers corresponding to the color value below are used to indicate the current color corresponding to the dyed area contained in the target edited component. Specifically, if the target edited component contains four dyed areas, then one dyed area corresponds to one color identifier.
  • the sliding bar corresponding to the “rotation speed” in FIG4 is used to adjust the rotation speed of the clockwise turntable. In FIG4 , the rotation speed of the clockwise turntable is set to 45.
  • Step S206 in response to the triggering operation on the color palette selection control, displaying a color palette selection list corresponding to the target edited component in the second editing window; wherein the color palette selection list includes at least one alternative color matching entry; the alternative color matching entry includes alternative colors of the dyeing area contained in the target edited component.
  • FIG5 it is a display diagram of a color palette selection list provided by an embodiment of the present disclosure.
  • the color palette selection list When the player triggers the color palette selection control, the color palette selection list will be displayed below the color palette selection control.
  • the color palette selection list includes multiple alternative color matching entries. Currently, only 4 alternative color matching entries are displayed in FIG5. The player can slide the color palette selection list to display the remaining undisplayed alternative color matching entries.
  • the target edited component in FIG5 includes four dyeing areas. The current color value corresponding to each dyeing area is displayed in the color display area corresponding to the number 4. The color display area displays the color identifier of the current color (FIG5 includes 4 color identifiers).
  • the color palette The number of alternative colors corresponding to each alternative color entry displayed in the selection list matches the number of dyeing areas contained in the target edited component, and the dyeing areas corresponding to the alternative colors displayed in the alternative color entry and the colors corresponding to the color values with the same color order are the same.
  • the number of alternative colors corresponding to each alternative color entry displayed in the color palette selection list is the same as the number of dyeing areas contained in the target edited component; due to limited display space in the window interface, in another optional embodiment, the number of alternative colors corresponding to each alternative color entry displayed in the color palette selection list may be less than the number of dyeing areas contained in the target edited component.
  • Step S208 in response to a triggering operation on the color palette selection list, displaying at least one candidate color matching entry provided by the color palette selection list in the second editing window, wherein the candidate color matching entry includes candidate colors corresponding to the dyeing area included in the target edited component.
  • the triggering operation acting on the color palette selection list may be a sliding operation or a dragging operation on the color palette selection control, etc., through which all the alternative color matching entries provided by the color palette selection list may be displayed in the graphical user interface.
  • Step S210 in response to a selection operation on a target color entry in at least one alternative color entry, the current color corresponding to the dyed area contained in the target edited component in the second editing window is replaced with the alternative color included in the target color entry and corresponding to the dyed area contained in the target edited component.
  • the above-mentioned selection operation can be a click operation or a sliding operation on the target color matching entry.
  • the current color corresponding to the dyeing area contained in the target edited component displayed in the second editing window will be replaced with the alternative color contained in the target color matching entry.
  • the color of the dyeing area contained in the target edited component displayed in the game editing scene is also replaced accordingly.
  • Figure 6 a component color change schematic diagram provided by an embodiment of the present disclosure is shown.
  • the color of the clockwise turntable in Figure 6 is replaced by the default color in Figure 5 with the alternative color corresponding to the target color matching entry "Thousand Miles of Rivers and Mountains", and the current color corresponding to the dyeing area contained in the clockwise turntable in the second editing window in Figure 6 is also replaced with the alternative color corresponding to the target color matching entry "Thousand Miles of Rivers and Mountains".
  • Step S212 displaying the target edited component after the color of the dyed area is replaced in the graphical user interface.
  • the second editing window includes a color display area, which displays the color identifier of the current color, and different color identifiers correspond to the dyed areas contained in the target edited component.
  • the disclosed embodiment can also change the color of each dyed area in the following manner: in response to a touch operation on the color identifier, a color adjustment panel is displayed in the second editing window; in response to a color setting operation on the color adjustment panel, a target color corresponding to the color setting operation is determined; the color of the dyed area corresponding to the color identifier in the target edited component is updated according to the target color, and the color identifier in the color display area is updated according to the target color.
  • the color of a dyed area in the target edited component can be adjusted individually.
  • the color adjustment panel may include the following three:
  • Official preset color palette Contains 36 official preset colors. You can directly select the official color to change the color of a certain dyed area of the target edited component.
  • Custom color storage palette Players can adjust the colors by themselves and store them on the current page. It can record 36 color information, which will be saved locally on the device, but the color information will not be synchronized when switching devices.
  • Color palette is an HSV color spectrum (hue, saturation, and brightness model color spectrum), which is divided into two color spectrums. One two-dimensional color spectrum can adjust the hue and saturation of the color, and the other one-dimensional color spectrum can adjust the brightness.
  • the three color adjustment panels above can manually input RGB colors and quickly select historical colors. However, in the above method, the player can only adjust the color corresponding to one dyed area in the target edited component each time. If the player wants to update the colors of multiple components, this method is cumbersome.
  • the color changing method in the above game can reduce the time cost and complicated interaction of players in coloring edited components in the process of editing edited components in the game editing scene.
  • many ordinary players may not have a clear theme or have not undergone relatively complete art color matching training when editing game editing scenes, so players may have a certain room for improvement in color matching during the editing process.
  • the present disclosure can achieve better color matching through the colors in the alternative color matching entries, lowering the operation threshold and reducing the time cost of players' color matching.
  • this method can change the colors of all dyed areas in the edited components at one time, improving the efficiency of color changing.
  • the following embodiment describes a method for determining the candidate colors included in the candidate color matching entry and corresponding to the dyed region included in the target edited component.
  • the alternative colors included in the alternative color matching entry and corresponding to the dyed areas included in the target edited component are determined by the following steps: obtaining the number of dyed areas included in the target edited component; determining the alternative colors matching the number of areas from the first preset number of preset colors in the preset color matching combination in the preset color matching library; wherein the preset color matching library includes at least one preset color matching combination, the preset color matching combination includes the first preset number of preset colors, and the alternative colors are colors in the first preset number of preset colors.
  • the number of alternative color matching included in the alternative color matching entry is the same as the number of dyed areas included in the target edited component.
  • the preset color library contains one or more preset color combinations, each of which contains a first preset number of preset colors.
  • the specific value of the first preset number can be determined according to research and development requirements or can be set according to user operation.
  • the first preset number may be 10 or 12.
  • the preset colors included in different preset color combinations may be the same or different, and it can also be understood that the preset color combinations may include the same preset colors or different preset colors. When two preset color combinations include exactly the same preset colors, the color ordering of the preset colors in different preset color combinations is different.
  • the first preset number of preset colors in the preset color combination are sorted according to a first preset order; the dyed areas in the target edited component are sorted according to a second preset order; the candidate colors are the preset colors in the first preset number of preset colors in the preset color combination that are ranked first in the first preset order and match the number of areas.
  • the specific process of updating the color of the dyed area included in the target edited component according to the candidate colors in the target color entry may include: based on the first preset order and the second preset order, updating the color of the dyed area included in the target edited component according to the candidate colors in the target color entry.
  • the specific sorting rules corresponding to the first preset order and the second preset order can be determined according to research and development needs.
  • the first preset order can be to sort the preset colors in the preset color combination in the order of color proportion from large to small or from small to large
  • the second preset order can be to sort the dyed areas in the edited component in the order of area proportion from large to small or from small to large.
  • the sorting rules corresponding to the first preset order and the second preset order can also be determined according to the user's setting operation. For example, the first preset order can be sorted according to the user's customized order of preset colors in the preset color combination. Similarly, the second preset order can also be sorted according to the user's customized order of the dyed areas in the edited component.
  • the alternative colors in the alternative color entry are the preset colors in the first preset number of preset colors in the preset color combination that are ranked first in the first preset order and match the number of areas.
  • the preset color combination includes 10 preset colors ranked in the first preset order
  • the target edited component includes 4 dyeing areas ranked in the second preset order
  • the alternative colors in the alternative color entry are the 4 preset colors ranked first in the preset color combination ranked in the first preset order
  • the dyeing areas ranked in the second preset order are respectively configured with these 4 preset colors, that is, in the dyeing areas ranked in the first preset order, the color of the dyeing area ranked first is the preset color ranked first in the preset colors ranked in the second preset order in the alternative color entry, and the color of the dyeing area ranked second is the preset color ranked second in the alternative color entry, and so on, to obtain the color corresponding to each dyeing area.
  • the first preset number of preset colors in the above-mentioned preset color combination correspond to different proportion intervals; the proportion interval is used to indicate: when the alternative color corresponding to the dyed area is the preset color in the preset color combination, the value range of the corresponding final proportion; the dyed area in the target edited component corresponds to a final proportion; the final proportion is determined based on the actual size of the target edited component and the area proportion of the dyed area in the target edited component; the alternative color corresponding to the dyed area is: the preset color corresponding to the proportion interval to which the final proportion corresponding to the dyed area belongs among the first preset number of preset colors in the preset color combination.
  • preset colors with the same ranking correspond to the same percentage interval.
  • preset colors with the same ranking correspond to different percentage intervals, and the percentage interval corresponding to each preset color can be determined according to R&D requirements or according to user setting operations.
  • the method for determining the final proportion corresponding to the above-mentioned dyed area can be determined according to R&D needs, or according to the user's setting operation, for example, the actual size of the edited component is divided by the scene size to obtain the division result; wherein the scene size is determined based on the game scene information, and the game scene information is generated based on the game editing scene containing multiple edited components; for each dyed area in the edited component, the division result is multiplied by the area proportion corresponding to the dyed area to obtain the final proportion corresponding to the dyed area.
  • the actual size of the above-mentioned edited component is the actual size of the edited component in the game editing scene, and the actual size is the product of the component size of the editable component corresponding to the edited component and the scaling value, and the scaling value can be determined according to the player's operation.
  • the scene size can be automatically calculated based on the game scene information.
  • the target edited component includes dyed area 1 and dyed area 2, the final proportion corresponding to dyed area 1 is 0.1, and the final proportion corresponding to dyed area 2 is 0.25;
  • the preset color combination includes preset color 1, preset color 2 and preset color 3, the proportion range corresponding to preset color 1 is 0.5 to 1, the proportion range corresponding to preset color 2 is 0.2-0.5, and the proportion range corresponding to preset color 3 is 0-0.2, therefore, the alternative color corresponding to dyed area 1 is preset color 3, and the alternative color corresponding to dyed area 2 is preset color 2.
  • the player can customize the preset color combination in the following manner: in response to a copy operation on a target preset color combination in the preset color library, the target preset color combination is copied to a specified position in the graphical user interface; in response to a color modification operation on the target preset color combination at the specified position, the target preset color combination after the color modification is obtained; in response to a confirmation operation on the target preset color combination after the color modification, the target preset color combination after the color modification is added as a new preset color combination to the preset color library.
  • the player can create a customized preset color combination by modifying the colors in the preset color combination.
  • the above new preset color combination will be bound to the game account logged in by the terminal device, that is, the next time the player logs in to the game account, the preset color library will also contain the new preset color combination.
  • the above target preset color combination can be any preset color combination in the preset color library, and the specific preset color combination can be determined according to the player's operation.
  • the designated position can be determined according to research and development requirements or according to user setting operations.
  • the designated position can be a fixed position in the second editing window or a fixed position in the graphical user interface.
  • the following embodiment describes a method for performing one-click color change on all edited components in a game editing scene.
  • the graphical user interface also displays a first interactive control, which can be displayed at any position of the graphical user interface, and can be determined according to research and development requirements or user setting operations; based on this, the specific process of implementing one-key color change of multiple edited components in the game editor may include the following steps 10-12:
  • Step 10 in response to a trigger operation on the first interactive control, display a third editing window in the graphical user interface; wherein the third editing window includes at least one scene color matching entry, and the scene color matching entry includes a third preset number of colors.
  • the third preset number mentioned above may be the same as or different from the first preset number.
  • the specific value corresponding to the third preset number may be determined according to R&D requirements or according to the user's setting operation.
  • the third preset number may be 10 or 15.
  • the scene color matching entry may be the same as or different from the alternative color matching entry in the color palette selection list; the scene color matching entry may also be the same as or different from the preset color matching combination in the preset color matching library.
  • the scheme of one-click color change for all edited components in the game editing scene is the same as the scheme of one-click color change for a single edited component in the game editor; of course, under the one-click color change function for all edited components in the game editing scene, new color matching bar entries, sorting logic, and color change schemes may also be provided.
  • the graphical user interface includes an image input control; the image input control provides an entry for uploading images; based on this, a new alternative color matching entry or scene color matching entry can be generated in the following manner: in response to inputting a target image in the image input control, color extraction processing is performed on the target image to obtain a second preset number of colors contained in the target image; a preset color matching combination or scene color matching entry is generated according to the second preset number of colors.
  • the preset color matching combination or scene color matching entry generated in this manner can be bound to the game account logged in by the terminal device, that is, the village village is in the account information of the game account, so that when the device is changed to log in to the game account, the generated preset color matching combination or scene color matching entry can still be retained.
  • the second preset number can be the same as or different from the first preset number, and the second preset number can also be the same as or different from the third preset number.
  • the specific value corresponding to the above-mentioned second preset number can be determined according to the research and development requirements, or according to the user's setting operation.
  • the second preset number can be 10 or 12.
  • the player can upload a picture of his own in the picture input control according to the requirements. After the server receives the picture, it will perform color extraction processing on the picture to obtain the color containing the second preset number, and then determine the second preset number of colors as a preset color combination and add it to the preset color library, or determine the second preset number of colors as a scene color entry.
  • the preset color combination containing the second preset number of colors can also be used to change the color of the above-mentioned target edited component with one click, that is, the preset color combination can obtain an alternative color entry for providing an alternative color for the dyeing area of the target edited component.
  • the second preset number of colors when generating a preset color combination according to the second preset number of colors, it is also necessary to sort the colors according to the weights corresponding to the second preset number of colors, where the weights are the proportions of the colors in the target image; and generate a preset color combination according to the sorted second preset number of colors.
  • the second preset number of colors can be sorted in descending order according to the weights to obtain the sorted second preset number of colors, and then the sorted second preset number of colors is determined as the preset color combination.
  • the color scheme of the entire game editing scene can be consistent with the color scheme of the target image uploaded by the user, which increases the difficulty of color tone configuration and reduces the complexity of interaction.
  • Step 11 in response to a touch operation on the third editing window, determining a target scene color matching entry corresponding to the touch operation from at least one scene color matching entry.
  • the touch operation on the third editing window may be a click operation, a long press operation, or a drag operation on the target scene color matching entry in the scene color matching entry provided in the third editing window.
  • the target scene color matching entry may be any one of the scene color matching entries provided in the third editing window, which may be determined according to the player's operation.
  • Step 12 Update the colors of the dyed areas in the multiple edited components included in the game editing scene according to a third preset number of colors in the target scene color matching entry.
  • the colors of the dyed areas of all edited components included in the game editing scene may be updated according to the colors included in the target scene color matching entry.
  • step 12 can also be implemented by the following steps 20-21:
  • Step 20 for each edited component among the multiple edited components included in the game editing scene, determine the target color corresponding to the dyed area in the edited component from a third preset number of colors in the target scene color matching entry according to the actual size of the edited component and the area ratio corresponding to the dyed area in the edited component; wherein the area ratio corresponding to the dyed area includes: the ratio of the size of the dyed area to the size of the edited component to which the dyed area belongs.
  • the actual size of the edited component needs to be divided by the scene size to obtain the division result; wherein the scene size is determined based on the game scene information, and the game scene information is generated based on the game editing scene containing multiple edited components;
  • the division result is multiplied by the area ratio corresponding to the dyed area to obtain the final ratio corresponding to the dyed area; according to the final ratio corresponding to the dyed area, the target color corresponding to the dyed area is determined from the third preset number of colors in the target scene color matching entry.
  • the area ratio corresponding to the dyed area can be the ratio of the surface area of the dyed area to the surface area of the edited component to which the dyed area belongs.
  • the surface area of the edited component and the surface area of the dyed area can be determined by texture expansion.
  • the graphical user interface includes a second interactive control.
  • the game scene information corresponding to the game editing scene can be generated.
  • the game scene information can be saved in a preset location, which can be a map file.
  • the map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server.
  • the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene.
  • This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC function.
  • the method for determining the target color corresponding to the dyed area may include: from the proportion intervals corresponding to the third preset number of colors in the target scene color matching entry, determining the target proportion interval to which the final proportion corresponding to the dyed area belongs, and determining the color in the target scene color matching entry corresponding to the target proportion interval as the target color corresponding to the dyed area.
  • the target edited component includes dyed area 1 and dyed area 2, the final proportion corresponding to dyed area 1 is 0.1, and the final proportion corresponding to dyed area 2 is 0.25;
  • the target scene color matching entry includes color 1, color 2 and color 3, the proportion range corresponding to color 1 is 0.5 to 1, the proportion range corresponding to color 2 is 0.2-0.5, and the proportion range corresponding to color 3 is 0-0.2, therefore, the target color corresponding to dyed area 1 is color 3, and the target color corresponding to dyed area 2 is color 2.
  • the proportion intervals corresponding to colors with the same ranking are different, and the proportion interval corresponding to each color can be determined according to research and development needs, and can also be determined according to user setting operations.
  • Step 21 updating the colors of the dyed areas in the plurality of edited components to the target colors corresponding to the dyed areas.
  • the third editing window further includes an area selection control; the area selection control is used to select a scene area in the game editing scene; based on this, in response to a trigger operation on the area selection control, an area selection identifier is displayed in a graphical user interface; in response to a setting operation on the area selection identifier, based on the setting operation, a target scene area selected by the area selection identifier in the game editing scene is determined; in response to a selection operation on the first scene color matching entry in the third editing window, based on a third preset number of colors in the first scene color matching entry, the color of the dyed area in the edited component within the target scene area is updated.
  • the area selection control is used to select a scene area in the game editing scene; based on this, in response to a trigger operation on the area selection control, an area selection identifier is displayed in a graphical user interface; in response to a setting operation on the area selection identifier, based on the setting operation, a target scene area selected by the area selection identifier in
  • the above-mentioned area selection mark can be a rectangular frame or a circular frame that can be expanded or reduced.
  • the player can determine the target scene area by adjusting the range of the game editing scene framed by the area selection mark, that is, the scene range framed by the area selection mark is determined as the target scene area.
  • the above-mentioned first scene color matching entry can be any one of the scene color matching entries provided by the third editing window, which can be specifically determined according to the player's operation.
  • the above-mentioned method of updating the color of the dyed area in the edited component in the target scene area based on the third preset number of colors in the first scene color matching entry is the same as the method of changing the color of all edited components in the game editing scene with one click, except that this method only changes the color of the edited components in the target scene area with one click.
  • a marking feature of the first edited component is determined; in response to a color change operation on the first edited component, the color of the first edited component is updated to a color that matches the marking feature.
  • the above-mentioned first edited component can be any one of the multiple edited components included in the game editing scene.
  • the specific component of the first edited component can be determined according to the player's operation.
  • the player can mark the marking feature of the first edited component through a marking operation.
  • the marking feature is used to indicate the feature of the edited component.
  • the marking feature can be a wall, road surface and other features.
  • the embodiment of the present disclosure further provides a color changing device in a game, which provides a graphical user interface through a terminal device; a game editing scene provided by running a game program is displayed in the graphical user interface, and the game editing scene includes a plurality of edited components; the edited components are editing components set in the game editing scene in response to editing operations; as shown in FIG7 , the device includes:
  • the control display module 50 is used to respond to the setting operation of the target edited component among the multiple edited components and display the color palette selection control in the graphical user interface; wherein the target edited component includes at least one dyeing area, and the dyeing area is used to configure the color for the target edited component.
  • the list display module 51 is used to respond to the trigger operation of the color palette selection control and display the color palette selection list corresponding to the target edited component in the graphical user interface; wherein the color palette selection list includes at least one alternative color matching entry; the alternative color matching entry includes the alternative colors of the dyeing area included in the target edited component;
  • the color determination module 52 is used to respond to a selection operation in the color palette selection list, determine a target color matching entry from at least one candidate color matching entry, and update the color of the dyeing area included in the target edited component according to the candidate colors in the target color matching entry.
  • the updating display module 53 is used to display the target edited component after the color of the dyed area is updated in the graphical user interface.
  • the color-changing device in the above-mentioned game can change the overall color of the dyed area in the edited component by selecting the alternative color matching entry in the color palette selection list, thereby improving the component color changing efficiency, reducing the player's color adjustment cost, and improving the player's gaming experience.
  • the number of colors of the alternative colors contained in the alternative color matching entries displayed in the color palette selection list is the same as the number of regions of the dyed areas contained in the target edited component.
  • one dyeing area corresponds to one color channel; the color channel is used to store the color parameters of the dyeing area, and update the color of the dyeing area according to the color parameters.
  • the color can be updated according to the color parameters currently stored in the corresponding color channel, thereby updating the color of the edited component corresponding to the dyeing area, thereby realizing fast color change for the edited component.
  • the above-mentioned device also includes a component editing module, which is used to: display a first editing window in a graphical user interface; wherein the first editing window includes multiple editable components; in response to a selection operation on a target editable component among the multiple editable components, control the generation of an edited component corresponding to the target editable component in the game editing scene.
  • a component editing module which is used to: display a first editing window in a graphical user interface; wherein the first editing window includes multiple editable components; in response to a selection operation on a target editable component among the multiple editable components, control the generation of an edited component corresponding to the target editable component in the game editing scene.
  • the graphical user interface displays a setting control; the control display module 50 is used to: respond to a trigger operation on a target edited component among multiple edited components, select the target edited component; respond to a trigger operation on the setting control, display a second editing window in the graphical user interface; wherein the second editing window includes: a color palette selection control, and the current color corresponding to the dyeing area contained in the target edited component.
  • the second editing window is used to edit or set the component information of the selected target edited component, and the component information includes information such as component color, component rotation speed, and center of gravity position.
  • the color palette selection control in the second editing window is used to adjust the component color.
  • the color determination module 52 is used to: respond to a trigger operation on the color palette selection list, display at least one alternative color matching entry provided by the color palette selection list in the graphical user interface, wherein the alternative color matching entry includes an alternative color corresponding to the dyeing area contained in the target edited component; respond to a selection operation on a target color matching entry in at least one alternative color matching entry, replace the current color corresponding to the dyeing area contained in the target edited component in the second editing window with the alternative color corresponding to the dyeing area contained in the target edited component included in the target color matching entry.
  • the color determination module 52 through a trigger operation on the color palette selection list, can display all the alternative color matching entries provided by the color palette selection list in the second editing window of the graphical user interface, and adjust the color of the dyeing area in the target edited component by selecting the target color matching entry in at least one alternative color matching entry, thereby achieving the technical effect of reducing the time cost and complicated interaction of the player in the process of coloring the edited component and improving the efficiency of color change.
  • the second editing window includes a color display area, which displays the color identifier of the current color, and different color identifiers correspond to the dyeing areas contained in the target edited component;
  • the device also includes a color selection module, which is used to: respond to a touch operation on the color identifier, display a color adjustment panel in the second editing window; respond to a color setting operation on the color adjustment panel, determine the target color corresponding to the color setting operation; update the color of the dyeing area corresponding to the color identifier in the target edited component according to the target color, and update the color identifier in the color display area according to the target color.
  • the color selection module the color of a dyeing area in the target edited component can be adjusted separately based on the color identifier, which improves the flexibility and diversity of color change.
  • the alternative colors included in the alternative color matching entry and corresponding to the dyed areas included in the target edited component are determined by the following steps: obtaining the number of dyed areas included in the target edited component; determining alternative colors matching the number of areas from the first preset number of preset colors in the preset color matching combination in the preset color matching library; wherein the preset color matching library includes at least one preset color matching combination, the preset color matching combination includes the first preset number of preset colors, and the alternative colors are colors in the first preset number of preset colors.
  • the number of alternative color matching included in the alternative color matching entry is the same as the number of dyed areas included in the target edited component.
  • the first preset number of preset colors in the above preset color combination are sorted according to a first preset order; the dyed areas in the target edited component are sorted according to a second preset order; the alternative colors are the preset colors in the first preset number of preset colors in the preset color combination that are ranked first in the first preset order and match the number of areas; the above color determination module 62 is used to: based on the first preset order and the second preset order, update the dyed areas included in the target edited component according to the alternative colors in the target color entry color.
  • the first preset number of preset colors in the above-mentioned preset color combination correspond to different proportion intervals; the dyed area in the target edited component corresponds to a final proportion; the final proportion is determined based on the actual size of the target edited component and the area proportion of the dyed area in the target edited component; the alternative color corresponding to the dyed area is: the preset color corresponding to the proportion interval to which the final proportion corresponding to the dyed area belongs among the first preset number of preset colors in the preset color combination.
  • the above device also includes a custom module, which is used to: respond to a copy operation on a target preset color combination in a preset color library, copy the target preset color combination to a specified position in a graphical user interface; respond to a color modification operation on a target preset color combination at a specified position, obtain a target preset color combination after color modification; respond to a confirmation operation on a target preset color combination after color modification, add the target preset color combination after color modification as a new preset color combination to the preset color library.
  • a custom module Through the custom module, players can create custom preset color combinations by modifying the colors in the preset color combination, thereby increasing the diversity and flexibility of optional color changes, thereby increasing the diversity and flexibility of color changes in the game, and improving the game experience of players.
  • the new preset color combination is bound to the game account logged in by the terminal device. This process makes it easy for the player to view the new preset color combination when logging in next time without having to re-match the color, which improves the color change efficiency and the game experience of the player.
  • the graphical user interface also displays a first interactive control;
  • the device also includes a scene color changing module, which is used to: respond to a trigger operation on the first interactive control, and display a third editing window in the graphical user interface; wherein the third editing window includes at least one scene color matching entry, and the scene color matching entry includes a third preset number of colors; respond to a touch operation on the third editing window, determine a target scene color matching entry corresponding to the touch operation from at least one scene color matching entry; and update the color of the dyed area in the multiple edited components included in the game editing scene according to the third preset number of colors in the target scene color matching entry.
  • the scene color changing module all edited components in the game editing scene can be changed in color with one click, which saves the player the complexity of changing the color of the edited components and helps to improve the player's gaming experience.
  • the above-mentioned graphical user interface includes an image input control; the above-mentioned device also includes a color extraction module, which is used to: in response to the input of a target image in the image input control, perform color extraction processing on the target image to obtain a second preset number of colors contained in the target image; and generate a preset color combination or scene color entry based on the second preset number of colors.
  • a color extraction module which is used to: in response to the input of a target image in the image input control, perform color extraction processing on the target image to obtain a second preset number of colors contained in the target image; and generate a preset color combination or scene color entry based on the second preset number of colors.
  • the color extraction module is further used to: sort the colors according to the weights corresponding to the second preset number of colors, where the weights are the proportions of the colors in the target image; and generate a preset color combination according to the sorted second preset number of colors.
  • the color extraction module enables players to make the color of the entire game editing scene consistent with the color tone of the target image uploaded by the user when changing the color of the components in the game editing scene, thereby increasing the difficulty of color tone configuration and reducing the complexity of interaction.
  • the above-mentioned scene color-changing module is also used to: for each edited component in the multiple edited components included in the game editing scene, according to the actual size of the edited component and the area ratio corresponding to the dyed area in the edited component, determine the target color corresponding to the dyed area in the edited component from the third preset number of colors in the target scene color matching entry; wherein the area ratio corresponding to the dyed area includes: the ratio of the size of the dyed area to the size of the edited component to which the dyed area belongs; and update the color of the dyed area in the multiple edited components to the target color corresponding to the dyed area.
  • the above-mentioned scene color changing module is also used to: divide the actual size of the edited component by the scene size to obtain a division result; wherein the scene size is determined based on the game scene information, and the game scene information is generated based on the game editing scene containing multiple edited components; for each dyed area in the edited component, multiply the division result by the area proportion corresponding to the dyed area to obtain a final proportion corresponding to the dyed area; according to the final proportion corresponding to the dyed area, determine the target color corresponding to the dyed area from the third preset number of colors in the target scene color matching entry.
  • the proportion intervals are used to indicate: when the target color corresponding to the dyed area is the color in the target scene color matching, the corresponding final proportion value range; the above-mentioned scene color changing module is also used to: determine the target proportion interval to which the final proportion corresponding to the dyed area belongs from the proportion intervals corresponding to the third preset number of colors in the target scene color matching entry, and determine the color in the target scene color matching entry corresponding to the target proportion interval as the target color corresponding to the dyed area.
  • the third editing window also includes an area selection control; the area selection control is used to select a scene area in the game editing scene; the device also includes a local color change module, which is used to: respond to a trigger operation on the area selection control, and display an area selection mark in a graphical user interface; respond to a setting operation on the area selection mark, and based on the setting operation, determine the target scene area selected by the area selection mark in the game editing scene; respond to a selection operation on the first scene color matching entry in the third editing window, and update the color of the dyed area in the edited component in the target scene area based on a third preset number of colors in the first scene color matching entry.
  • the local color change module Based on the local color change module, the color of the dyed area in the edited component in the target scene area can be updated and changed, saving players the trouble of changing the color of the area.
  • the complexity of changing the color of edited components helps improve the player's gaming experience.
  • the device further includes a feature marking module, which is used to: respond to a marking operation on a first edited component among the multiple edited components, determine the marking feature of the first edited component; respond to a color change operation on the first edited component, update the color of the first edited component to a color that matches the marking feature.
  • a feature marking module is used to: respond to a marking operation on a first edited component among the multiple edited components, determine the marking feature of the first edited component; respond to a color change operation on the first edited component, update the color of the first edited component to a color that matches the marking feature.
  • the object selection device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment.
  • the embodiment of the present disclosure also provides an electronic device, as shown in FIG8 , the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the color changing method in the above game.
  • a graphical user interface is provided through a terminal device, and a game editing scene provided by running a game program is displayed in the graphical user interface, wherein the game editing scene includes a plurality of edited components; the edited components are editing components set in the game editing scene in response to editing operations; the color changing method in the above-mentioned game comprises: in response to a setting operation for a target edited component among the plurality of edited components, a color palette selection control is displayed in the graphical user interface; wherein the target edited component includes at least one dyeing area, and the dyeing area is used to configure a color for the target edited component; in response to a triggering operation for the color palette selection control, a color palette selection list corresponding to the target edited component is displayed in the graphical user interface; wherein the color palette selection list includes at least one alternative color matching entry; the alternative color matching entry includes alternative colors of the dyeing area contained in the target edited component; in response to a selection operation in the color palette selection list, a target color matching entry is determined from at least one alternative alternative color
  • the color changing method in the above game can change the overall color of the dyed area in the edited component by selecting the alternative color matching entry in the color palette selection list, which improves the component color changing efficiency, reduces the player's color adjustment cost, and enhances the player's gaming experience.
  • the number of colors of the alternative colors contained in the alternative color matching entries displayed in the color palette selection list is the same as the number of regions of the dyed areas contained in the target edited component.
  • one dyed area corresponds to one color channel; the color channel is used to store the color parameters of the dyed area, and update the color of the dyed area according to the color parameters.
  • the color can be updated according to the color parameters currently stored in the corresponding color channel, thereby updating the color of the edited component corresponding to the dyed area, thereby realizing fast color change for the edited component.
  • the above method also includes: displaying a first editing window in a graphical user interface; wherein the first editing window includes multiple editable components; in response to a selection operation on a target editable component among the multiple editable components, controlling the generation of an edited component corresponding to the target editable component in the game editing scene.
  • a setting control is displayed in the above-mentioned graphical user interface; the step of displaying a color palette selection control in the graphical user interface in response to a setting operation for a target edited component among multiple edited components includes: selecting the target edited component in response to a trigger operation for a target edited component among multiple edited components; displaying a second editing window in the graphical user interface in response to a trigger operation for the setting control; wherein the second editing window includes: a color palette selection control, and the current color corresponding to the dyeing area contained in the target edited component.
  • the second editing window is used to edit or set the component information of the selected target edited component, and the component information includes information such as component color, component rotation speed, and center of gravity position.
  • the color palette selection control in the second editing window is used to adjust the component color.
  • the above-mentioned step of determining a target color scheme entry from at least one alternative color scheme entry in response to a selection operation in a color palette selection list, and updating the color of a dyed area contained in a target edited component according to the alternative color scheme in the target color scheme entry includes: in response to a trigger operation acting on the color palette selection list, displaying at least one alternative color scheme entry provided by the color palette selection list in a graphical user interface, the alternative color scheme entry including alternative colors corresponding to the dyed area contained in the target edited component; in response to a selection operation on a target color scheme entry in at least one alternative color scheme entry, replacing a current color corresponding to the dyed area contained in the target edited component in the second editing window with an alternative color corresponding to the dyed area contained in the target edited component included in the target color scheme entry.
  • all alternative color entries provided by the color palette selection list can be displayed in the second editing window of the graphical user interface, and by selecting a target color entry in at least one alternative color entry, the color of the dyed area in the target edited component can be adjusted, thereby achieving the technical effect of reducing the time cost and complicated interactions of the player in the coloring of the edited components and improving the color changing efficiency.
  • the second editing window includes a color display area, the color display area displays the color identifier of the current color, and different color identifiers correspond to the dyed areas included in the target edited component; the method further includes: responding to a touch operation on the color identifier, displaying a color adjustment panel in the second editing window; responding to a color setting operation on the color adjustment panel, determining the color setting operation corresponds to The target color is set; the color of the dyed area corresponding to the color identifier in the target edited component is updated according to the target color, and the color identifier in the color display area is updated according to the target color.
  • the color of a dyed area in the target edited component can also be adjusted separately based on the color identifier, which improves the flexibility and diversity of color change.
  • the alternative colors included in the alternative color matching entry and corresponding to the dyed areas included in the target edited component are determined by the following steps: obtaining the number of dyed areas included in the target edited component; determining alternative colors matching the number of areas from a first preset number of preset colors in a preset color matching combination in a preset color matching library; wherein the preset color matching library includes at least one preset color matching combination, the preset color matching combination includes a first preset number of preset colors, and the alternative colors are colors in the first preset number of preset colors.
  • the number of alternative color matching included in the alternative color matching entry is the same as the number of dyed areas included in the target edited component.
  • the first preset number of preset colors in the above-mentioned preset color combination are sorted according to a first preset order; the dyed area in the target edited component is sorted according to a second preset order; the alternative color is a preset color among the first preset number of preset colors in the preset color combination that is ranked higher in the first preset order and matches the number of areas; the above-mentioned step of updating the color of the dyed area contained in the target edited component according to the alternative color in the target color entry includes: based on the first preset order and the second preset order, updating the color of the dyed area contained in the target edited component according to the alternative color in the target color entry.
  • the first preset number of preset colors in the above-mentioned preset color combination correspond to different proportion intervals; the dyed area in the target edited component corresponds to a final proportion; the final proportion is determined based on the actual size of the target edited component and the area proportion of the dyed area in the target edited component; the alternative color corresponding to the dyed area is: the preset color corresponding to the proportion interval to which the final proportion corresponding to the dyed area belongs among the first preset number of preset colors in the preset color combination.
  • the method further includes: responding to a copy operation on a target preset color combination in a preset color library, copying the target preset color combination to a specified position in a graphical user interface; responding to a color modification operation on the target preset color combination at the specified position, obtaining a target preset color combination after the color modification; responding to a confirmation operation on the target preset color combination after the color modification, adding the target preset color combination after the color modification as a new preset color combination to the preset color library.
  • players can create custom preset color combinations by modifying the colors in the preset color combination, thereby increasing the diversity and flexibility of optional color changes, thereby increasing the diversity and flexibility of color changes in the game, and improving the game experience of players.
  • the new preset color combination is bound to the game account logged in by the terminal device. This process facilitates the player to still view the new preset color combination when logging in next time without having to re-match the color, thereby improving the color change efficiency and the player's gaming experience.
  • the graphical user interface also displays a first interactive control; the method further includes: in response to a trigger operation on the first interactive control, displaying a third editing window in the graphical user interface; wherein the third editing window includes at least one scene color matching entry, and the scene color matching entry includes a third preset number of colors; in response to a touch operation on the third editing window, determining a target scene color matching entry corresponding to the touch operation from at least one scene color matching entry; and updating the color of the dyed area in the multiple edited components included in the game editing scene according to the third preset number of colors in the target scene color matching entry.
  • all edited components in the game editing scene can be changed in color with one click, which saves the player the complexity of changing the color of the edited components and helps to improve the player's gaming experience.
  • the above-mentioned graphical user interface includes a picture input control; the above-mentioned method also includes: in response to inputting a target picture into the picture input control, performing color extraction processing on the target picture to obtain a second preset number of colors contained in the target picture; and generating a preset color combination or scene color entry based on the second preset number of colors.
  • the step of generating a preset color combination according to the second preset number of colors includes: sorting the colors according to the weights corresponding to the second preset number of colors, where the weights are the proportions of the colors in the target image; and generating a preset color combination according to the sorted second preset number of colors.
  • the step of updating the colors of the dyed areas in the multiple edited components included in the game editing scene according to the third preset number of colors in the target scene color entry includes: for each edited component in the multiple edited components included in the game editing scene, according to the actual size of the edited component and the area ratio corresponding to the dyed area in the edited component, determine the target color corresponding to the dyed area in the edited component from the third preset number of colors in the target scene color entry; wherein the area ratio corresponding to the dyed area includes: the ratio of the size of the dyed area to the size of the edited component to which the dyed area belongs; and updating the colors of the dyed areas in the multiple edited components to the target colors corresponding to the dyed areas.
  • the above method can change the colors of multiple edited components in the game editing scene with one click, which saves the player the complexity of changing the colors of the edited components and helps to improve the player's gaming experience.
  • the step of determining the target color corresponding to the dyed area in the edited component from the third preset number of colors in the target scene color matching entry according to the actual size of the edited component and the area proportion corresponding to the dyed area in the edited component includes: dividing the actual size of the edited component by the scene size to obtain a division result; wherein the scene size is based on the game scene information It is determined that the game scene information is generated based on a game editing scene containing multiple edited components; for each dyed area in the edited component, the division result is multiplied by the area proportion corresponding to the dyed area to obtain a final proportion corresponding to the dyed area; according to the final proportion corresponding to the dyed area, the target color corresponding to the dyed area is determined from the third preset number of colors in the target scene color matching entry.
  • the above-mentioned target scene color matching entry different colors correspond to different proportion intervals, and the proportion intervals are used to indicate: when the target color corresponding to the dyed area is the color in the target scene color matching, the value range of the corresponding final proportion; the above-mentioned step of determining the target color corresponding to the dyed area from the third preset number of colors in the target scene color matching entry according to the final proportion corresponding to the dyed area includes: determining the target proportion interval to which the final proportion corresponding to the dyed area belongs from the proportion intervals corresponding to the third preset number of colors in the target scene color matching entry, and determining the color in the target scene color matching entry corresponding to the target proportion interval as the target color corresponding to the dyed area.
  • different colors correspond to different proportion intervals; in different scene color matching entries, colors with the same ranking correspond to the same proportion intervals.
  • the third editing window further includes a region selection control; the region selection control is used to select a scene region in the game editing scene; the method further includes: in response to a trigger operation on the region selection control, displaying a region selection mark in a graphical user interface; in response to a setting operation on the region selection mark, determining the target scene region selected by the region selection mark in the game editing scene based on the setting operation; in response to a selection operation on the first scene color matching entry in the third editing window, updating the color of the dyed region in the edited component in the target scene region based on the third preset number of colors in the first scene color matching entry.
  • the color of the dyed region in the edited component in the target scene region can be updated and changed, which saves the player the complexity of operating a partial color change on the edited component, and helps to improve the player's gaming experience.
  • the method further includes: responding to a marking operation on a first edited component among the multiple edited components, determining a marking feature of the first edited component; responding to a color change operation on the first edited component, updating the color of the first edited component to a color that matches the marking feature.
  • edited components with the same marking feature can be set to the same color, which helps to improve the visual effect of the edited components in the game editing scene and also makes the edited components with the same marking feature have more fitting colors.
  • the electronic device shown in FIG. 8 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
  • the memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage.
  • RAM random access memory
  • non-volatile memory non-volatile memory
  • the communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
  • the bus 102 can be an ISA bus, a PCI bus or an EISA bus, etc.
  • the bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 8, but it does not mean that there is only one bus or one type of bus.
  • the processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instructions in the form of software.
  • the above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
  • DSP digital signal processor
  • ASIC application specific integrated circuit
  • FPGA field-programmable gate array
  • the disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed.
  • the general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc.
  • the steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor.
  • the software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc.
  • the storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
  • the embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the color changing method in the above-mentioned game.
  • the specific implementation can be found in the method embodiment, which will not be repeated here.
  • a graphical user interface is provided through a terminal device, and a game editing scene provided by running a game program is displayed in the graphical user interface, wherein the game editing scene includes a plurality of edited components; the edited components are editing components set in the game editing scene in response to editing operations; the color changing method in the above-mentioned game comprises: in response to a setting operation on a target edited component among the plurality of edited components, a color palette selection control is displayed in the graphical user interface; wherein the target edited component includes at least one dyeing area, and the dyeing area is used to configure a color for the target edited component; in response to a triggering operation on the color palette selection control, a color palette selection list corresponding to the target edited component is displayed in the graphical user interface; wherein the color palette selection list includes at least one alternative color matching entry; the alternative color matching entry includes alternative colors of the dyeing area contained in the target edited component; in response to a selection operation on the color palette selection list, a color palette selection list is selected from at least one alternative alternative color
  • the color changing method in the above game can change the overall color of the dyed area in the edited component by selecting the alternative color matching entry in the color palette selection list, which improves the component color changing efficiency, reduces the player's color adjustment cost, and enhances the player's gaming experience.
  • the number of colors of the alternative colors contained in the alternative color matching entries displayed in the color palette selection list is the same as the number of regions of the dyed areas contained in the target edited component.
  • one dyed area corresponds to one color channel; the color channel is used to store the color parameters of the dyed area, and update the color of the dyed area according to the color parameters.
  • the color can be updated according to the color parameters currently stored in the corresponding color channel, thereby updating the color of the edited component corresponding to the dyed area, thereby realizing fast color change for the edited component.
  • the above method also includes: displaying a first editing window in a graphical user interface; wherein the first editing window includes multiple editable components; in response to a selection operation on a target editable component among the multiple editable components, controlling the generation of an edited component corresponding to the target editable component in the game editing scene.
  • a setting control is displayed in the above-mentioned graphical user interface; the step of displaying a color palette selection control in the graphical user interface in response to a setting operation for a target edited component among multiple edited components includes: selecting the target edited component in response to a trigger operation for a target edited component among multiple edited components; displaying a second editing window in the graphical user interface in response to a trigger operation for the setting control; wherein the second editing window includes: a color palette selection control, and the current color corresponding to the dyeing area contained in the target edited component.
  • the second editing window is used to edit or set the component information of the selected target edited component, and the component information includes information such as component color, component rotation speed, and center of gravity position.
  • the color palette selection control in the second editing window is used to adjust the component color.
  • the above-mentioned step of determining a target color scheme entry from at least one alternative color scheme entry in response to a selection operation in a color palette selection list, and updating the color of a dyed area contained in a target edited component according to the alternative color scheme in the target color scheme entry includes: in response to a trigger operation acting on the color palette selection list, displaying at least one alternative color scheme entry provided by the color palette selection list in a graphical user interface, the alternative color scheme entry including alternative colors corresponding to the dyed area contained in the target edited component; in response to a selection operation on a target color scheme entry in at least one alternative color scheme entry, replacing a current color corresponding to the dyed area contained in the target edited component in the second editing window with an alternative color corresponding to the dyed area contained in the target edited component included in the target color scheme entry.
  • all alternative color entries provided by the color palette selection list can be displayed in the second editing window of the graphical user interface, and by selecting a target color entry in at least one alternative color entry, the color of the dyed area in the target edited component can be adjusted, thereby achieving the technical effect of reducing the time cost and complicated interactions of the player in the coloring of the edited components and improving the color changing efficiency.
  • the second editing window includes a color display area, which displays the color identifier of the current color, and different color identifiers correspond to the dyeing areas contained in the target edited component; the method also includes: in response to a touch operation on the color identifier, displaying a color adjustment panel in the second editing window; in response to a color setting operation on the color adjustment panel, determining a target color corresponding to the color setting operation; updating the color of the dyeing area corresponding to the color identifier in the target edited component according to the target color, and updating the color identifier in the color display area according to the target color.
  • the color of a dyeing area in the target edited component can also be adjusted individually based on the color identifier, thereby improving the flexibility and diversity of color change.
  • the alternative colors included in the alternative color matching entry and corresponding to the dyed areas included in the target edited component are determined by the following steps: obtaining the number of dyed areas included in the target edited component; determining alternative colors matching the number of areas from a first preset number of preset colors in a preset color matching combination in a preset color matching library; wherein the preset color matching library includes at least one preset color matching combination, the preset color matching combination includes a first preset number of preset colors, and the alternative colors are colors in the first preset number of preset colors.
  • the number of alternative color matching included in the alternative color matching entry is the same as the number of dyed areas included in the target edited component.
  • the first preset number of preset colors in the above-mentioned preset color combination are sorted according to a first preset order; the dyed area in the target edited component is sorted according to a second preset order; the alternative color is a preset color among the first preset number of preset colors in the preset color combination that is ranked higher in the first preset order and matches the number of areas; the above-mentioned step of updating the color of the dyed area contained in the target edited component according to the alternative color in the target color entry includes: based on the first preset order and the second preset order, updating the color of the dyed area contained in the target edited component according to the alternative color in the target color entry.
  • the first preset number of preset colors in the above-mentioned preset color combination correspond to different proportion intervals; the dyed area in the target edited component corresponds to a final proportion; the final proportion is determined based on the actual size of the target edited component and the area proportion of the dyed area in the target edited component; the alternative color corresponding to the dyed area is: the preset color corresponding to the proportion interval to which the final proportion corresponding to the dyed area belongs among the first preset number of preset colors in the preset color combination.
  • the method further includes: responding to a copy operation on a target preset color combination in a preset color library, copying the target preset color combination to a specified position in a graphical user interface; responding to a color modification operation on the target preset color combination at the specified position, obtaining a target preset color combination after the color modification; responding to a confirmation operation on the target preset color combination after the color modification, adding the target preset color combination after the color modification as a new preset color combination to the preset color library.
  • players can create custom preset color combinations by modifying the colors in the preset color combination, thereby increasing the diversity and flexibility of optional color changes, thereby increasing the diversity and flexibility of color changes in the game, and improving the game experience of players.
  • the new preset color combination is bound to the game account logged in by the terminal device. This process facilitates the player to still view the new preset color combination when logging in next time without having to re-match the color, thereby improving the color change efficiency and the player's gaming experience.
  • the graphical user interface also displays a first interactive control; the method further includes: in response to a trigger operation on the first interactive control, displaying a third editing window in the graphical user interface; wherein the third editing window includes at least one scene color matching entry, and the scene color matching entry includes a third preset number of colors; in response to a touch operation on the third editing window, determining a target scene color matching entry corresponding to the touch operation from at least one scene color matching entry; and updating the color of the dyed area in the multiple edited components included in the game editing scene according to the third preset number of colors in the target scene color matching entry.
  • all edited components in the game editing scene can be changed in color with one click, which saves the player the complexity of changing the color of the edited components and helps to improve the player's gaming experience.
  • the above-mentioned graphical user interface includes a picture input control; the above-mentioned method also includes: in response to inputting a target picture into the picture input control, performing color extraction processing on the target picture to obtain a second preset number of colors contained in the target picture; and generating a preset color combination or scene color entry based on the second preset number of colors.
  • the step of generating a preset color combination according to the second preset number of colors includes: sorting the colors according to the weights corresponding to the second preset number of colors, where the weights are the proportions of the colors in the target image; and generating a preset color combination according to the sorted second preset number of colors.
  • the step of updating the colors of the dyed areas in the multiple edited components included in the game editing scene according to the third preset number of colors in the target scene color entry includes: for each edited component in the multiple edited components included in the game editing scene, according to the actual size of the edited component and the area ratio corresponding to the dyed area in the edited component, determine the target color corresponding to the dyed area in the edited component from the third preset number of colors in the target scene color entry; wherein the area ratio corresponding to the dyed area includes: the ratio of the size of the dyed area to the size of the edited component to which the dyed area belongs; and updating the colors of the dyed areas in the multiple edited components to the target colors corresponding to the dyed areas.
  • the above-mentioned step of determining the target color corresponding to the dyed area in the edited component from a third preset number of colors in the target scene color entry based on the actual size of the edited component and the area ratio corresponding to the dyed area in the edited component includes: dividing the actual size of the edited component by the scene size to obtain a division result; wherein the scene size is determined based on game scene information, and the game scene information is generated based on a game editing scene containing multiple edited components; for each dyed area in the edited component, multiplying the division result by the area ratio corresponding to the dyed area to obtain a final ratio corresponding to the dyed area; and determining the target color corresponding to the dyed area from the third preset number of colors in the target scene color entry based on the final ratio corresponding to the dyed area.
  • the above-mentioned target scene color matching entry different colors correspond to different proportion intervals, and the proportion intervals are used to indicate: when the target color corresponding to the dyed area is the color in the target scene color matching, the value range of the corresponding final proportion; the above-mentioned step of determining the target color corresponding to the dyed area from the third preset number of colors in the target scene color matching entry according to the final proportion corresponding to the dyed area includes: determining the target proportion interval to which the final proportion corresponding to the dyed area belongs from the proportion intervals corresponding to the third preset number of colors in the target scene color matching entry, and determining the color in the target scene color matching entry corresponding to the target proportion interval as the target color corresponding to the dyed area.
  • different colors correspond to different proportion intervals; in different scene color matching entries, colors with the same ranking correspond to the same proportion intervals.
  • the third editing window further includes a region selection control; the region selection control is used to select a scene region in the game editing scene; the method further includes: in response to a trigger operation on the region selection control, displaying a region selection mark in a graphical user interface; in response to a setting operation on the region selection mark, determining the target scene region selected by the region selection mark in the game editing scene based on the setting operation; in response to a selection operation on the first scene color matching entry in the third editing window, updating the color of the dyed region in the edited component in the target scene region based on the third preset number of colors in the first scene color matching entry.
  • the color of the dyed region in the edited component in the target scene region can be updated and changed, which saves the player the complexity of operating a partial color change on the edited component, and helps to improve the player's gaming experience.
  • the method further includes: in response to a marking operation on a first edited component among the multiple edited components, determining The marking feature of the first edited component; in response to the color change operation on the first edited component, the color of the first edited component is updated to a color that matches the marking feature.
  • Edited components with the same marking feature can be set to the same color, which helps to improve the visual effect of the edited components in the game editing scene, so that the edited components with the same marking feature have more fitting colors.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
  • the computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, terminal device, or network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program codes.

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Abstract

一种游戏中的换色方法,包括:响应针对目标已编辑组件的设置操作,显示色板选择控件,目标已编辑组件包括至少一个染色区域;响应针对色板选择控件的触发操作,显示目标已编辑组件对应的色板选择列表,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色;响应针对目标配色条目的选中操作,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色,并显示更新染色区域的颜色后的目标已编辑组件。通过选择色板选择列表中的备选配色条目,对已编辑组件中的染色区域进行整体换色,提高了组件换色效率,也降低了玩家调色成本,提升了玩家游戏体验。

Description

游戏中的换色方法、装置和电子设备
相关申请的交叉引用
本申请要求申请日为2023年06月08日,申请号为202310679163.6,名称为“游戏中的换色方法、装置和电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用结合在本文中。
技术领域
本公开涉及游戏交互设计技术领域,尤其是涉及一种游戏中的换色方法、装置和电子设备。
背景技术
在游戏编辑器中可以根据玩家需求更新组件的颜色,通常每个组件对应有至少一个染色区域,玩家每次可调节组件中的一个染色区域对应的颜色,如果玩家想要更新多个组件的颜色,该方式操作繁琐,导致玩家组件调色效率较低,影响玩家游戏体验。
发明内容
根据本公开的一个方面,提供了一种游戏中的换色方法,通过终端设备提供一图形用户界面,在图形用户界面中显示运行游戏程序提供的游戏编辑场景,游戏编辑场景中包括多个已编辑组件;已编辑组件为响应编辑操作设置于游戏编辑场景中的编辑组件;该方法包括:响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件;其中,目标已编辑组件包括至少一个染色区域,染色区域用于为目标已编辑组件配置颜色;响应针对色板选择控件的触发操作,在图形用户界面中显示目标已编辑组件对应的色板选择列表;其中,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色;响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色;在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
根据本公开的一个方面,提供了一种游戏中的换色装置,通过终端设备提供一图形用户界面;在图形用户界面中显示运行游戏程序提供的游戏编辑场景,游戏编辑场景中包括多个已编辑组件;已编辑组件为响应编辑操作设置于游戏编辑场景中的编辑组件;该装置包括:控件显示模块,用于响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件;其中,目标已编辑组件包括至少一个染色区域,染色区域用于为目标已编辑组件配置颜色;列表显示模块,用于响应针对色板选择控件的触发操作,在图形用户界面中显示目标已编辑组件对应的色板选择列表;其中,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色;颜色确定模块,用于响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色;更新显示模块,用于在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
根据本公开的一个方面,提供了一种电子设备,该电子设备包括处理器和存储器,该存储器存储有能够被处理器执行的机器可执行指令,该处理器执行机器可执行指令以实现上述游戏中的换色方法。
根据本公开的一个方面,提供了一种计算机可读存储介质,该计算机可读存储介质存储有计算机可执行指令,该计算机可执行指令在被处理器调用和执行时,该计算机可执行指令促使处理器实现上述游戏中的换色方法。
本公开实施例带来了以下有益效果:
本公开提供的一种游戏中的换色方法、装置和电子设备,首先响应针对游戏编辑场景包括的多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件,目标已编辑组件包括至少一个染色区域;进而响应针对色板选择控件的触发操作,在图形用户界面中显示目标已编辑组件对应的色板选择列表,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色;然后响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色,并在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。该方式可通过选择色板选择列表中的 备选配色条目,对已编辑组件中的染色区域进行整体换色,提高了组件换色效率,也降低了玩家调色成本,提升了玩家游戏体验。
本公开的其他特征和优点将在随后的说明书中阐述,或者,部分特征和优点可以从说明书推知或毫无疑义地确定,或者通过实施本公开的上述技术即可得知。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施方式,并配合所附附图,作详细说明如下。
附图说明
图1为本公开实施例提供的其中一种游戏中的换色方法的流程图;
图2为本公开实施例提供的其中一种第一编辑窗口的显示示意图;
图3为本公开实施例提供的其中另一种游戏中的换色方法的流程图;
图4为本公开实施例提供的其中一种第二编辑窗口的示意图;
图5为本公开实施例提供的其中一种色板选择列表的显示示意图;
图6为本公开实施例提供的其中一种组件换色示意图;
图7为本公开实施例提供的其中一种游戏中的换色装置的结构示意图;
图8为本公开实施例提供的其中一种电子设备的结构示意图。
图标:
1-第一编辑窗口;2-第二编辑窗口;3-色板选择控件;4-颜色展示区。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
本公开在本公开其中一种实施例中的游戏中的换色方法可以运行于本地终端设备或者是服务器。当游戏中的换色方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏中的换色方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏中的换色方法,通过终端设备提供一图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。在图形用户界面中显示运行游戏程序提供的游戏编辑场景,该游戏编辑场景中包括多个已编辑组件;已编辑组件为响应编辑操作设置于游戏编辑场景中的编辑组件;如图1所示,该方法包括如下具体步骤:
步骤S102,响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件;其中,目标已编辑组件包括至少一个染色区域,该染色区域用于为目标已编辑组件配置颜色。
上述游戏编辑场景是运行游戏程序提供的场景,也可以理解为是游戏编辑器提供的场景,在游戏编 辑场景中可对可编辑组件进行编辑操作,将编辑完成的可编辑组件确定为已编辑组件设置在游戏编辑场景中。在具体实现时,当家触发游戏编辑指令时,可在图形用户界面中显示游戏编辑场景,该游戏编辑指令可以根据游戏规则确定。例如,该编辑指令可以是进入游戏编辑器的操作;也可以是选中某个场景地图进行编辑的操作等。
在一具体实施例中,在图形用户界面中显示游戏编辑场景后,可通过下述方式在游戏编辑场景中设置已编辑组件:在图形用户界面中显示第一编辑窗口;其中,第一编辑窗口中包括多个可编辑组件;响应针对多个可编辑组件中目标可编辑组件的选择操作,控制在游戏编辑场景中生成与目标可编辑组件对应的已编辑组件。上述可编辑组件具体包括的组件类型和组件形态可根据研发需求设定。如图2所示为本公开实施例提供的一种第一编辑窗口的显示示意图,图2中标号为1对应的矩形框对第一编辑窗口,该第一编辑窗口中包括多个不同类型的可编辑组件,包括:地形类组件、机关类组件、装饰类组件和组合类组件等,每个类型的可编辑组件中也均包含有多个可编辑组件。图2中机关类组件中还包括运动机关组件、功能机关组件、逻辑组件、物体组件和地板组件,其中运动机关关键还包括圆柱、齿轮、十字齿轮、顺时针转盘等。上述选择操作的具体操作可以根据研发需求确定,也可根据用户的设置操作确定,例如,该选择操作可以是将目标可编辑组件拖拽至游戏编辑场景中,也可以是点击或者长按第一编辑窗口中的目标编辑组件等操作。
在具体实现时,上述游戏编辑场景中可以包括多个已编辑组件,目标已编辑组件可以是多个已编辑组件中的任意一个已编辑组件,该目标已编辑组件具体为哪个已编辑组件可根据玩家操作确定。上述针对目标已编辑组件的设置操作的具体操作可以根据研发需求确定,也可根据用户的设置操作确定,例如,该设置操作可以是玩家选中目标已编辑组件,并编辑目标已编辑的操作。当玩家对目标已编辑组件进行设置操作后,会在图形用户界面中的指定位置显示针对目标已编辑组件的色板选择控件;该指定位置可以是图形用户界面中的任意位置,也可以是图形用户界面中的某一固定位置,还可以是图形用户界面中显示的第二编辑窗口中的某一位置等。该色板选择控件用于为目标已编辑组件的染色区域选择颜色。
在一具体实施例中,在已编辑组件中,一个染色区域对应一个颜色通道;颜色通道用于存储染色区域的颜色参数,并根据颜色参数更新染色区域的颜色。具体地,每个已编辑组件均包括至少一个染色区域,该染色区域用于为相应的已编辑组件配置颜色,也即是该染色区域通过颜色通道中当前存储的颜色参数更新颜色,从而更新该染色区域对应的已编辑组件的颜色。在一可选的实施方式中,已编辑组件对应的可编辑组件的染色区域是在组件开发阶段预先设置好的,因而游戏编辑场景中包括的已编辑组件的染色区域的数量,以及每个染色区域在已编辑组件中对应的区域也是提前设置好的。在一可选的实施方式中,已编辑组件对应的可编辑组件的染色区域可以根据用户的设置指令进行自定义设置,即,通过用户的交互操作将编辑组件上的不同区域设置为不同的染色区域。
在可选实施例中,为了快速为已编辑组件进行换色,已编辑组件对应的染色区域的数量可能有上限,该上限具体为多少可以根据研发需求确定,也可根据用户的设置操作确定,例如,该上限可以是四个。如果每个已编辑组件包含有四个染色区域,那么该已编辑组件对应有四个颜色通道,每个颜色通道均可接收颜色参数,该颜色参数也即是包含有相应颜色的遮罩贴图mask。
在另一可选实施例中,可编辑组件包括染色区域也可以是固定模式的,不可自定义染色区域,该方式会在可编辑组件对应的材质中对应编辑器颜色参数的字段,从而通过该颜色参数对可编辑组件进行换色。
步骤S104,响应针对色板选择控件的触发操作,在图形用户界面中显示目标已编辑组件对应的色板选择列表;其中,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色。
上述针对色板选择控件的触发操作可以是玩家对色板选择控件的点击操作、长按操作等,具体可根据游戏规则确定。当玩家触发色板选择控件后,会在图形用户界面中显示目标已编辑组件对应的色板选择列表,该色板选择列表通常会显示在与色板选择控件相关联的位置。例如,该色板选择控件为下拉控件,玩家点击色板选择控件,会在色板选择控件的下方显示色板选择列表,该色板选择列表中可以包括一个或者多个备选配色条目,该备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色。其中,备选配色条目中包括的备选颜色的数量可以与目标已编辑组件所包含的染色区域的数量相同,也可以不同,具体可根据研发需求确定,也可根据用户的设置操作确定。
具体地,色板选择列表中每个备选配色条目所包含的备选颜色是提前设置好的,不同备选配色条目中所包含的备选颜色可以相同,也可以不同。如果不同备选配色条目中所包含的备选颜色完全相同时,相同备选颜色在不同备选配色条目中的颜色排序可能有所不同。例如,备选配色条目1和备选配色条目2均包含有红色、黄色、绿色和紫色这四个颜色,那么备选配色条目1中这四个颜色的顺序为:红色、黄色、紫色、绿色;备选配色条目2中这四个颜色排序顺序为:黄色、紫色、绿色、红色。
在一具体实施例中,色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与目标已编辑组件所包含的染色区域的区域数量相同。也即是,目标已编辑组件包含有多个染色区域,色板选择列表中显示的每个备选配色条目中就会包含有多个备选颜色,从而方便实现备选颜色与目标已编辑组件中的染色区域的一一对应。
步骤S106,响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色。
上述选中操作可以是对色板选择列表中的某一备选配色条目的点击操作或者长按操作等,当玩家选中色板选择列表中的目标配色条目时,会根据该目标配色条目中的备选颜色更新目标已编辑组件中的每个染色区域的颜色。具体染色区域的颜色的具体更新方式可以根据研发需求确定,也可根据用户的设置操作确定,例如,当目标配色条目中的备选颜色的颜色数量与目标已编辑组件所包含的染色区域的数量相同时,可以按照备选颜色与染色区域的对应关系,更新目标已编辑组件的染色区域的颜色,其中,备选颜色与染色区域的对应关系是按照预设规则设置的,该预设规则可以根据研发需求确定,也可以根据用户的设置操作确定,例如,该预设规则可以是根据目标配色条目中备选颜色的排序与目标已编辑组件的染色区域的排序,确定备选颜色与染色区域的对应关系,也即是备选颜色的颜色排序与染色区域的区域颜色的排序相同时,该染色区域更新为该备选颜色。
步骤S108,在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色后,得到更新染色区域的颜色后的目标已编辑组件,并在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件,以便玩家查看更新染色区域的颜色后的目标已编辑组件是否满足自身需求。
本公开实施例提供的一种游戏中的换色方法,可通过选择色板选择列表中的备选配色条目,对已编辑组件中的染色区域进行整体换色。相较于玩家在游戏编辑器中,如果玩家通过单次调节组件中的一个染色区域对应的颜色的方式,本公开提供的实施例提高了组件换色效率,也降低了玩家调色成本,提升了玩家游戏体验。
本公开实施例提供的一种游戏中的换色方法,该方法在上述实施例的基础上实现,该方法重点描述响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件的具体过程(通过下述步骤S202-S204实现),以及响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选配色更新目标已编辑组件所包含的染色区域的颜色的具体过程(通过下述步骤S208-S210);如图3所示,该方法包括如下具体步骤:
步骤S202,响应针对多个已编辑组件中的目标已编辑组件的触发操作,选中目标已编辑组件。
上述触发操作可以是对游戏编辑场景中显示的多个已编辑组件中的目标已编辑组件的点击操作或者选中操作。
步骤S204,响应针对图形用户界面中的设置控件的触发操作,在图形用户界面中显示第二编辑窗口;其中,第二编辑窗口中包括:色板选择控件,以及目标已编辑组件所包含的染色区域对应的当前颜色。
在具体实现时,上述针对设置控件的触发操作可以是对设置控件的点击操作或者长按操作等。在选中目标已编辑组件后,触发设置控件,可在图形用户界面中显示第二编辑窗口,该第二编辑窗口用于编辑或者设置选中的目标已编辑组件的组件信息,该组件信息包括组件颜色、组件转速、重心位置等信息。在第二编辑窗口中的色板选择控件用于调节组件颜色。
如图4所示为本公开实施例提供的一种第二编辑窗口的示意图,图4标号2对应的矩形框为组件名称为顺时针转盘的目标已编辑组件对应的第二编辑窗口,该第二编辑窗口中的标号3对应的矩形框为色板选择控件,色值下面对应的四个颜色标识用于指示目标已编辑组件所包含的染色区域对应的当前颜色,具体地,如果目标已编辑组件包含有四个染色区域,那么一个染色区域对应一个颜色标识。图4中的“转速”下面对应的滑动条用于调整顺时针转盘的转速,图4中将顺时针转盘的转速设置为45。
步骤S206,响应针对色板选择控件的触发操作,在第二编辑窗口中显示目标已编辑组件对应的色板选择列表;其中,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色。
如图5所示为本公开实施例提供的一种色板选择列表的显示示意图,当玩家触发色板选择控件时,会在色板选择控件的下方显示色板选择列表,图5中,色板选择列表中包含有多个备选配色条目,目前图5中仅显示有4个备选配色条目,玩家可以通过滑动色板选择列表,来展示剩余的未显示的备选配色条目。图5中目标已编辑组件包含有四个染色区域,每个染色区域对应的当前色值,均展示在标号为4对应的是颜色展示区,该颜色展示区显示当前颜色的颜色标识(图5中包含有4个颜色标识)上,色板 选择列表中显示的每个备选配色条目对应的备选颜色的数量与目标已编辑组件所包含的染色区域的数量相匹配,而且,备选配色条目中显示的备选颜色与色值对应的颜色中,颜色排序相同的颜色对应的染色区域相同。
在可选实施例中,色板选择列表中显示的每个备选配色条目对应的备选颜色的数量与目标已编辑组件所包含的染色区域的数量相同;由于窗口界面显示空间有限,在另一可选实施例中,可能色板选择列表中显示的每个备选配色条目对应的备选颜色的数量小于目标已编辑组件所包含的染色区域的数量。
步骤S208,响应作用于色板选择列表的触发操作,在第二编辑窗口中展示色板选择列表提供的至少一个备选配色条目,备选配色条目中包括与目标已编辑组件所包含的染色区域对应的备选颜色。
上述作用于色板选择列表的触发操作可以是针对色板选择控件的滑动操作或者是拖拽操作等,通过该操作可以在图形用户界面中展示色板选择列表提供的所有备选配色条目。
步骤S210,响应针对至少一个备选配色条目中目标配色条目的选中操作,将第二编辑窗口中目标已编辑组件所包含的染色区域对应的当前颜色,替换为目标配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色。
上述选中操作可以是对目标配色条目的点击操作或者滑动操作等。玩家选中目标配色条目时,第二编辑窗口中显示的目标已编辑组件所包含的染色区域对应的当前颜色,会对应替换为目标配色条目中包含的备选颜色。在第二编辑窗口中目标可编辑组件所包含的染色区域对应的当前颜色被替换后,游戏编辑场景中显示的目标已编辑组件所包含的染色区域的颜色也随之被替换。如图6所示为本公开实施例提供的一种组件换色示意图,图6中的顺时针转盘的颜色由图5中的默认颜色替换为目标配色条目“千里江山”对应的备选颜色,而且图6中第二编辑窗口中顺时针转盘所包含的染色区域对应的当前颜色也对应被替换为目标配色条目“千里江山”对应的备选颜色。
步骤S212,在图形用户界面中显示替换染色区域的颜色后的目标已编辑组件。
在可选实施例中,上述第二编辑窗口包括颜色展示区,该颜色展示区显示当前颜色的颜色标识,不同颜色标识与目标已编辑组件所包含的染色区域对应。基于此,本公开实施例还可通过下述方式对每个染色区域进行换色:响应针对颜色标识的触控操作,在第二编辑窗口中显示颜色调节面板;响应针对颜色调节面板的颜色设置操作,确定颜色设置操作对应的目标颜色;根据目标颜色更新目标已编辑组件中的颜色标识对应的染色区域的颜色,并根据目标颜色更新颜色展示区中的颜色标识。通过上述方式,可以单独调节目标已编辑组件中的某个染色区域的颜色。
在具体实现时,上述颜色调节面板可以包括下述三中,分别是:
1、官方预设色板:包含36个官方预设颜色,可以直接选取官方指定的颜色来对目标已编辑组件的某个染色区域进行换色。
2、自定义颜色储存画板:玩家可以自行调色后储存到当前页面,它可以记录36个颜色的信息,会被保存在设备本地,但切换设备时颜色信息不同步。
3、调色板:调色板整体是HSV色谱(指色调、饱和度、明度模型色谱),它拆分为两个色谱,一个二维色谱可以调整颜色的色调和饱和度,另外一个一维色谱可以调整明度。
上面三个颜色调节面板可以手动输入RGB颜色和快速选取历史颜色,但是上述方式中玩家每次可调节目标已编辑组件中的一个染色区域对应的颜色,如果玩家想要更新多个组件的颜色,该方式操作繁琐。
上述游戏中的换色方法,在游戏编辑场景中编辑已编辑组件的过程中,能够降低玩家给已编辑组件上色环节的时间成本和繁杂交互。同时,很多普通玩家在编辑游戏编辑场景时,可能没有明确的主题,或者没有经过较为完善的美术配色训练,所以玩家在编辑过程中可能颜色搭配上还有一定的提高空间,本公开可通过备选配色条目中的颜色实现更好的颜色搭配,降低了操作门槛、减少了玩家颜色搭配的时间成本。另外,该方式可以一次性更换已编辑组件中所有染色区域的颜色,提高了换色效率。
下述实施例描述备选配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色的确定方式。
具体地,备选配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色为通过如下步骤确定:获取目标已编辑组件所包含的染色区域的区域数量;从预设配色库中的预设配色组合中的第一预设数量个预设颜色中确定与区域数量相匹配的备选颜色;其中,预设配色库中包括至少一预设配色组合,预设配色组合包含第一预设数量个预设颜色,备选颜色为第一预设数量个预设颜色中的颜色。该方式中,备选配色条目所包含的备选配色的数量与目标已编辑组件所包含的染色区域的区域数量相同。
在具体实现时,预设配色库中包含有一个或者多个预设配色组合,每个预设配色组合中均包含有第一预设数量个预设颜色,该第一预设数量的具体数值可以根据研发需求确定,也可根据用户的设置操作 确定,例如,该第一预设数量可以是10个或者12个等。同时,不同预设配色组合中所包含的预设颜色可以相同也可以不同,也可以理解为预设配色组合中可以包含有相同的预设颜色,也可以包含有不同的预设颜色。当两个预设配色组合中包含有完全相同的预设颜色时,不同预设配色组合中,预设颜色之间的颜色排序不同。
在一具体实施例中,预设配色组合中的第一预设数量个预设颜色按照第一预设顺序排序;目标已编辑组件中的染色区域按照第二预设顺序排序;备选颜色为预设配色组合中的第一预设数量个预设颜色中的按照第一预设顺序排序中排序靠前的且与区域数量相匹配的预设颜色。基于此,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色的具体过程,可以包括:基于第一预设顺序和第二预设顺序,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色。
在一可选实施例中,上述第一预设顺序和第二预设顺序对应的具体排序规则可以根据研发需求确定,例如,第一预设顺序可以是按照预设配色组合中的预设颜色的颜色占比从大到小或从小到大的顺序,对预设配色组合中的预设颜色排序;第二预设顺序可以是按照已编辑组件中的染色区域的区域占比从大到小或从小到大的顺序,对已编辑组件中的染色区域排序。
在另一可选实施例中,上述第一预设顺序和第二预设顺序对应的排序规则还可根据用户的设置操作确定,例如,第一预设顺序可以是按照用户对预设配色组合中的预设颜色的自定义顺序进行排序的,同样地,第二预设顺序也可以是按照用户的自定义顺序对已编辑组件中的染色区域排序的。
在确定预设配色组合中的第一预设数量个预设颜色的第一预设顺序排序和目标已编辑组件中的染色区域的第二预设排序顺序后,备选配色条目中的备选颜色为预设配色组合中的第一预设数量个预设颜色中的按照第一预设顺序排序中排序靠前的且与区域数量相匹配的预设颜色。例如,预设配色组合中包括10个按照第一预设顺序排序的预设颜色,目标已编辑组件中包括4个按照第二预设顺序排序的染色区域,那么备选配色条目中的备选颜色为按照第一预设顺序排序的预设配色组合中排序靠前的4个预设颜色,而且,按照第二预设顺序排序的染色区域,分别对应配置这4个预设颜色,也即是在第一预设顺序排序的染色区域中,排序第一的染色区域的颜色为在备选配色条目中按照第二预设顺序排序的预设颜色中排序第一的预设颜色,排序第二的染色区域的颜色为在备选配色条目中排序第二的预设颜色,依次类推,得到每个染色区域对应的颜色。
在另一可选实施例中,上述预设配色组合中的第一预设数量个预设颜色对应有不同的占比区间;该占比区间用于指示:染色区域对应的备选颜色为预设配色组合中的预设颜色时,对应的最终占比的取值范围;目标已编辑组件中的染色区域对应有最终占比;该最终占比是基于目标已编辑组件的实际尺寸和染色区域在目标已编辑组件中的区域占比确定的;染色区域对应的备选颜色为:预设配色组合中的第一预设数量个预设颜色中,染色区域对应的最终占比所属的占比区间对应的预设颜色。
在一具体实施例中,不同预设配色组合中,排序相同的预设颜色对应的占比区间相同。在另一具体实施例中,不同预设配色组合中,排序相同的预设颜色对应的占比区间不同,每个预设颜色对应的占比区间可以根据研发需求确定,也可根据用户的设置操作确定。
上述染色区域对应的最终占比的确定方式可以根据研发需求确定,也可根据用户的设置操作确定,例如,将已编辑组件的实际尺寸与场景尺寸相除,得到相除结果;其中,场景尺寸是基于游戏场景信息确定的,游戏场景信息是基于包含有多个已编辑组件的游戏编辑场景生成;针对已编辑组件中的每个染色区域,将相除结果与染色区域对应的区域占比相乘,得到染色区域对应的最终占比。上述已编辑组件的实际尺寸是已编辑组件在游戏编辑场景中的实际尺寸,该实际尺寸是已编辑组件对应的可编辑组件的组件尺寸与缩放值的乘积,该缩放值可以根据玩家操作确定。具体地,根据游戏场景信息可自动计算得到场景尺寸。
例如,目标已编辑组件包含有染色区域1和染色区域2,染色区域1对应的最终占比为0.1,染色区域2对应的最终占比为0.25;预设配色组合中包含有预设颜色1、预设颜色2和预设颜色3,预设颜色1对应的占比区间为0.5到1,预设颜色2对应的占比区间为0.2-0.5,预设颜色3对应的占比区间为0-0.2,因而,染色区域1对应的备选颜色为预设颜色3,染色区域2对应的备选颜色为预设颜色2。
在一可选实施例中,玩家可以通过下述方式自定义预设配色组合:响应针对预设配色库中的目标预设配色组合的复制操作,将目标预设配色组合复制在图形用户界面中的指定位置;响应针对指定位置的目标预设配色组合的颜色修改操作,得到颜色修改后的目标预设配色组合;响应针对颜色修改后的目标预设配色组合的确认操作,将颜色修改后的目标预设配色组合作为新的预设配色组合,添加至预设配色库中。该方式中,玩家可通过修改预设配色组合中的颜色,创建自定义的预设配色组合。
在具体实现时,上述新的预设配色组合会与终端设备登录的游戏账号绑定,也即是玩家下次登录该游戏账号,预设配色库中还会包含有新的预设配色组合。上述目标预设配色组合可以是预设配色库中的任意一个预设配色组合,具体是哪个预设配色组合可以根据玩家操作确定。上述将目标预设配色组合复 制到的指定位置可以根据研发需求确定,也可根据用户的设置操作确定,该指定位置可以是第二编辑窗口中的某一固定位置,也可以是图形用户界面中的某一固定位置等。
下述实施例描述针对游戏编辑场景中的所有已编辑组件进行一键换色的方式。
具体地,上述图形用户界面中还显示有第一交互控件,该第一交互控件可以显示图形用户界面的任意位置,具体可根据研发需求确定,也可根据用户的设置操作确定;基于此,实现对游戏编辑器中的多个已编辑组件进行一键换色的具体过程可以包括下述步骤10-12:
步骤10,响应针对第一交互控件的触发操作,在图形用户界面中显示第三编辑窗口;其中,第三编辑窗口中包括至少一场景配色条目,场景配色条目包括第三预设数量个颜色。
上述第三预设数量可以与第一预设数量相同或者不同,该第三预设数量对应的具体数值可以根据研发需求确定,也可根据用户的设置操作确定,例如,该第三预设数量可以是10个或者15个等。上述场景配色条目可以与色板选择列表中的备选配色条目相同,也可以不同;场景配色条目也可以与预设配色库中的预设配色组合相同或者不同。当场景配色条目与色板选择列表中的备选配色条目相同时,对游戏编辑场景中的所有已编辑组件进行一键换色的方案,与对游戏编辑器中的单独一个已编辑组件进行一键换色的方案相同;当然,在游戏编辑场景中的所有已编辑组件进行一键换色功能下,也可以提供新的配色条条目、排序逻辑和换色方案等。
在具体实现时,图形用户界面中包括图片输入控件;该图片输入控件提供了一个上传图片的入口;基于此,可通过下述方式生成新的备选配色条目或者场景配色条目:响应于图片输入控件中输入目标图片,对目标图片进行颜色提取处理,得到目标图片所包含的第二预设数量的颜色;根据第二预设数量的颜色生成预设配色组合或场景配色条目。该方式生成的预设配色组合或场景配色条目可以与终端设备登录的游戏账号绑定,也即是村村在游戏账号的账号信息中,从而换设备登录游戏账号,仍可保留生成的预设配色组合或场景配色条目。
其中,第二预设数量可以与第一预设数量相同或者不同,第二预设数量也可以与第三预设数量相同或者不同。上述第二预设数量对应的具体数值可根据研发需求确定,也可根据用户的设置操作确定,例如,该第二预设数量可以是10个或者12个等。具体地,玩家可以根据需求在图片输入控件中上传一张自己的图片,服务端接收到该图片后,会对该图片进行颜色提取处理,得到包含有第二预设数量的颜色,然后将第二预设数量的颜色确定为预设配色组合添加至预设配色库中,或者将第二预设数量的颜色确定为场景配色条目。在将第二预设数量的颜色确定为预设配色组合添加至预设配色库后,包含有第二预设数量的颜色的预设配色组合也可用于对上述目标已编辑组件进行一键换色,也即是该预设配色组合可以得到备选配色条目用于为目标已编辑组件的染色区域提供备选颜色。
在一具体实施例中,根据第二预设数量的颜色生成预设配色组合时,还需要根据第二预设数量的颜色分别对应的权重进行排序,权重为颜色在目标图片中的占比;根据排序后的第二预设数量的颜色生成预设配色组合。具体地,可以根据权重从高到低的顺序对第二预设数量的颜色进行排序,得到排序后的第二预设数量的颜色,然后将排序后的第二预设数量的颜色确定为预设配色组合。
通过此种方式,使得玩家在对游戏编辑场景中的组件在进行换色时,可以使得整个游戏编辑场景中的配色与用户上传的目标图片的配色色调相一致,提高了进行色调配置的难度,降低了交互复杂度。
步骤11,响应针对第三编辑窗口的触控操作,从至少一场景配色条目中确定触控操作对应的目标场景配色条目。
上述针对第三编辑窗口的触控操作,可以是对第三编辑窗口提供的场景配色条目中的目标场景配色条目的点击操作、长按操作或者或拖拽操作等。上述目标场景配色条目可以是第三编辑窗口提供的场景配色条目中的任意一个配色条目,具体可根据玩家操确定。
步骤12,根据目标场景配色条目中的第三预设数量个颜色更新游戏编辑场景包括的多个已编辑组件中的染色区域的颜色。
在具体实现时,确定目标场景配色条目后,可根据目标场景配色条目所包含的颜色更新游戏编辑场景包括的所有已编辑组件的染色区域的颜色。
在一具体实施例中,上述步骤12还可以通过下述步骤20-21实现:
步骤20,针对游戏编辑场景包括的多个已编辑组件中的每个已编辑组件,根据已编辑组件的实际尺寸和已编辑组件中的染色区域对应的区域占比,从目标场景配色条目中的第三预设数量个颜色中,确定已编辑组件中的染色区域对应的目标颜色;其中,染色区域对应的区域占比包括:染色区域的尺寸与染色区域所属的已编辑组件的尺寸的比值。
在具体实现时,首先需要将已编辑组件的实际尺寸与场景尺寸相除,得到相除结果;其中,场景尺寸是基于游戏场景信息确定的,游戏场景信息是基于包含有多个已编辑组件的游戏编辑场景生成;针对 已编辑组件中的每个染色区域,将相除结果与染色区域对应的区域占比相乘,得到染色区域对应的最终占比;根据染色区域对应的最终占比,从目标场景配色条目中的第三预设数量个颜色中确定染色区域对应的目标颜色。上述染色区域对应的区域占比可以是染色区域的表面积与染色区域所属的已编辑组件的表面积的比值。其中,可以通过纹理展开的方式确定已编辑组件的表面积和染色区域的表面积。
在实际应用中,图形用户界面中包括第二交互控件,通过终端设备触发第二交互控件后,可生成游戏编辑场景对应的游戏场景信息,该游戏场景信息可保存在预设位置,该预设位置可以是地图文件中,该地图文件不仅可保存游戏场景信息,该可保存其他的地图信息(包括但不限于截图、地图名、日志等信息)。地图文件保存游戏场景信息后会被上传到服务器。服务器审核通过后可将游戏场景信息生成的游戏场景发布至于预设地图池中,从而于服务器连接的终端设备可是从服务器上下载了相应的游戏场景信息,并通过游戏程序根据游戏场景信息生成对应的游戏场景,然后在该游戏场景中进行游戏体验。该方式可将游戏编辑器中的游戏场景信息进行发布,并被其他玩家体验,从而实现快速的UGC功能。
在可选实施例中,目标场景配色条目中,不同颜色对应的占比区间不同,占比区间用于指示:染色区域对应的目标颜色为目标场景配色中的颜色时,对应的最终占比的取值范围;基于此,染色区域对应的目标颜色的确定方式可以包括:从目标场景配色条目中的第三预设数量个颜色对应的占比区间中,确定染色区域对应的最终占比所属的目标占比区间,将目标占比区间对应的目标场景配色条目中的颜色确定为染色区域对应的目标颜色。
例如,目标已编辑组件包含有染色区域1和染色区域2,染色区域1对应的最终占比为0.1,染色区域2对应的最终占比为0.25;目标场景配色条目中包含有颜色1、颜色2和颜色3,颜色1对应的占比区间为0.5到1,颜色2对应的占比区间为0.2-0.5,颜色3对应的占比区间为0-0.2,因而,染色区域1对应的目标颜色为颜色3,染色区域2对应的目标颜色为颜色2。
在一具体实施例中,场景配色条目中,不同颜色对应的占比区间不同;不同场景配色条目中,排序相同的颜色对应的占比区间相同。
在另一具体实施例中,不同场景配色条目中,排序相同的颜色对应的占比区间不同,每个颜色对应的占比区间可以根据研发需求确定,也可根据用户的设置操作确定。
步骤21,将多个已编辑组件中的染色区域的颜色,对应更新为染色区域对应的目标颜色。
通过上述方式可以对游戏编辑场景中的所有已编辑组件进行一键换色,节省了玩家对已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
在可选实施例中,上述第三编辑窗口中还包括区域选择控件;该区域选择控件用于选取游戏编辑场景中的场景区域;基于此,响应针对区域选择控件的触发操作,在图形用户界面中显示区域选择标识;响应针对区域选择标识的设置操作,基于设置操作,确定区域选择标识在游戏编辑场景中选中的目标场景区域;响应针对第三编辑窗口中的第一场景配色条目的选中操作,基于第一场景配色条目中的第三预设数量个颜色,更新目标场景区域内的已编辑组件中的染色区域的颜色。
在具体实现时,上述区域选择标识可以是可扩大或者缩小的矩形框或者圆形框,玩家可通过调整区域选择标识框定的游戏编辑场景的范围确定目标场景区域,也即是将区域选择标识框定的场景范围确定为目标场景区域。具体地,上述第一场景配色条目可以是第三编辑窗口提供的场景配色条目中的任意一个,具体可根据玩家操作确定。上述基于第一场景配色条目中的第三预设数量个颜色,更新目标场景区域内的已编辑组件中的染色区域的颜色的方式与对游戏编辑场景中的所有已编辑组件进行一键换色的方式相同,只是该方式仅对目标场景区域内的已编辑组件进行一键换色。
在可选实施例中,响应针对多个已编辑组件中第一已编辑组件的标记操作,确定第一已编辑组件的标记特征;响应针对第一已编辑组件的换色操作,将第一已编辑组件的颜色更新为与标记特征相匹配的颜色。
在具体实现时,上述第一已编辑组件可以是游戏编辑场景包含的多个已编辑组件中的任意一个,该第一已编辑组件具体为哪个组件,可根据玩家操作确定。玩家通过标记操作可标记第一已编辑组件的标记特征,该标记特征用于指示已编辑组件的特征,例如,该标记特征可以是墙面、路面等特征。当第一已编辑组件标记为墙面特征后,对第一已编辑组件进行换色操作时,会将该第一已编辑组件的更新为提前设置好的墙面特征对应的颜色。该方式可以将标记特征相同的已编辑组件,设置为相同的颜色,从有助于提高游戏编辑场景中已编辑组件的视觉效果,也使得具有相同标记特征的已编辑组件具有更贴合的颜色。
针对于上述方法实施例,本公开实施例还提供了一种游戏中的换色装置,通过终端设备提供一图形用户界面;在图形用户界面中显示运行游戏程序提供的游戏编辑场景,游戏编辑场景中包括多个已编辑组件;已编辑组件为响应编辑操作设置于游戏编辑场景中的编辑组件;如图7所示,该装置包括:
控件显示模块50,用于响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件;其中,目标已编辑组件包括至少一个染色区域,染色区域用于为目标已编辑组件配置颜色。
列表显示模块51,用于响应针对色板选择控件的触发操作,在图形用户界面中显示目标已编辑组件对应的色板选择列表;其中,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色;
颜色确定模块52,用于响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色。
更新显示模块53,用于在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
上述游戏中的换色装置,可通过选择色板选择列表中的备选配色条目,对已编辑组件中的染色区域进行整体换色,提高了组件换色效率,也降低了玩家调色成本,提升了玩家游戏体验。
具体地,上述色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与目标已编辑组件所包含的染色区域的区域数量相同。通过将色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与目标已编辑组件所包含的染色区域的区域数量相同,方便实现备选颜色与目标已编辑组件中的染色区域的一一对应。
在可选实施例中,在目标已编辑组件中,一个染色区域对应一个颜色通道;颜色通道用于存储染色区域的颜色参数,并根据颜色参数更新染色区域的颜色。通过染色区域,可以通过对应颜色通道中当前存储的颜色参数更新颜色,从而更新该染色区域对应的已编辑组件的颜色,从而实现快速为已编辑组件进行换色。
在具体实现时,上述装置还包括组件编辑模块,用于:在图形用户界面中显示第一编辑窗口;其中,第一编辑窗口中包括多个可编辑组件;响应针对多个可编辑组件中目标可编辑组件的选择操作,控制在游戏编辑场景中生成与目标可编辑组件对应的已编辑组件。
进一步地,上述图形用户界面中显示有设置控件;上述控件显示模块50,用于:响应针对多个已编辑组件中的目标已编辑组件的触发操作,选中目标已编辑组件;响应针对设置控件的触发操作,在图形用户界面中显示第二编辑窗口;其中,第二编辑窗口中包括:色板选择控件,以及目标已编辑组件所包含的染色区域对应的当前颜色。通过上述控件显示模块50,第二编辑窗口用于编辑或者设置选中的目标已编辑组件的组件信息,该组件信息包括组件颜色、组件转速、重心位置等信息。在第二编辑窗口中的色板选择控件用于调节组件颜色。
进一步地,上述颜色确定模块52,用于:响应作用于色板选择列表的触发操作,在图形用户界面中展示色板选择列表提供的至少一个备选配色条目,备选配色条目中包括与目标已编辑组件所包含的染色区域对应的备选颜色;响应针对至少一个备选配色条目中目标配色条目的选中操作,将第二编辑窗口中目标已编辑组件所包含的染色区域对应的当前颜色,替换为目标配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色。上述颜色确定模块52,通过作用于色板选择列表的触发操作,可以在图形用户界面的第二编辑窗口中展示色板选择列表提供的所有备选配色条目,并通过针对至少一个备选配色条目中目标配色条目的选中操作,实现对目标已编辑组件中染色区域的颜色进行调节,从而达到了降低玩家给已编辑组件上色环节的时间成本和繁杂交互,提高换色效率的技术效果。
在具体实现时,上述第二编辑窗口包括颜色展示区,颜色展示区显示当前颜色的颜色标识,不同颜色标识与目标已编辑组件所包含的染色区域对应;上述装置还包括颜色选择模块,用于:响应针对颜色标识的触控操作,在第二编辑窗口中显示颜色调节面板;响应针对颜色调节面板的颜色设置操作,确定颜色设置操作对应的目标颜色;根据目标颜色更新目标已编辑组件中的颜色标识对应的染色区域的颜色,并根据目标颜色更新颜色展示区中的颜色标识。通过颜色选择模块,可以基于颜色标识还可以单独调节目标已编辑组件中的某个染色区域的颜色,提高了换色的灵活性和多样性。
在具体实现时,上述备选配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色为通过如下步骤确定:获取目标已编辑组件所包含的染色区域的区域数量;从预设配色库中的预设配色组合中的第一预设数量个预设颜色中确定与区域数量相匹配的备选颜色;其中,预设配色库中包括至少一预设配色组合,预设配色组合包含第一预设数量个预设颜色,备选颜色为第一预设数量个预设颜色中的颜色。该模块中,备选配色条目所包含的备选配色的数量与目标已编辑组件所包含的染色区域的区域数量相同。
具体地,上述预设配色组合中的第一预设数量个预设颜色按照第一预设顺序排序;目标已编辑组件中的染色区域按照第二预设顺序排序;备选颜色为预设配色组合中的第一预设数量个预设颜色中的按照第一预设顺序排序中排序靠前的且与区域数量相匹配的预设颜色;上述颜色确定模块62,用于:基于第一预设顺序和第二预设顺序,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域 的颜色。
在另一可选实施例中,上述预设配色组合中的第一预设数量个预设颜色对应有不同的占比区间;目标已编辑组件中的染色区域对应有最终占比;最终占比是基于目标已编辑组件的实际尺寸和染色区域在目标已编辑组件中的区域占比确定的;染色区域对应的备选颜色为:预设配色组合中的第一预设数量个预设颜色中,染色区域对应的最终占比所属的占比区间对应的预设颜色。
进一步地,上述装置还包括自定义模块,用于:响应针对预设配色库中的目标预设配色组合的复制操作,将目标预设配色组合复制在图形用户界面中的指定位置;响应针对指定位置的目标预设配色组合的颜色修改操作,得到颜色修改后的目标预设配色组合;响应针对颜色修改后的目标预设配色组合的确认操作,将颜色修改后的目标预设配色组合作为新的预设配色组合,添加至预设配色库中。通过自定义模块,可以使玩家通过修改预设配色组合中的颜色,创建自定义的预设配色组合,从而提高了可选换色的多样性和灵活性,进而提高游戏中换色的多样性和灵活性,提高玩家的游戏体验。
在具体实现时,新的预设配色组合与终端设备登录的游戏账号绑定。该过程便于在玩家进行下一次登录时,仍可以查看到新的预设配色组合,而无需进行重新配色,提高了换色效率的同时提高玩家的游戏体验。
进一步地,上述图形用户界面中还显示有第一交互控件;上述装置还包括场景换色模块,用于:响应针对第一交互控件的触发操作,在图形用户界面中显示第三编辑窗口;其中,第三编辑窗口中包括至少一场景配色条目,场景配色条目包括第三预设数量个颜色;响应针对第三编辑窗口的触控操作,从至少一场景配色条目中确定触控操作对应的目标场景配色条目;根据目标场景配色条目中的第三预设数量个颜色更新游戏编辑场景包括的多个已编辑组件中的染色区域的颜色。通过上述场景换色模块,可以对游戏编辑场景中的所有已编辑组件进行一键换色,节省了玩家对已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
进一步地,上述图形用户界面中包括图片输入控件;上述装置还包括颜色提取模块,用于:响应于图片输入控件中输入目标图片,对目标图片进行颜色提取处理,得到目标图片所包含的第二预设数量的颜色;根据第二预设数量的颜色生成预设配色组合或场景配色条目。
在具体实现时,上述颜色提取模块,还用于:根据第二预设数量的颜色分别对应的权重进行排序,权重为颜色在目标图片中的占比;根据排序后的第二预设数量的颜色生成预设配色组合。上述颜色提取模块,使得玩家在对游戏编辑场景中的组件在进行换色时,可以使得整个游戏编辑场景中的配色与用户上传的目标图片的配色色调相一致,提高了进行色调配置的难度,降低了交互复杂度。
进一步地,上述场景换色模块,还用于:针对游戏编辑场景包括的多个已编辑组件中的每个已编辑组件,根据已编辑组件的实际尺寸和已编辑组件中的染色区域对应的区域占比,从目标场景配色条目中的第三预设数量个颜色中,确定已编辑组件中的染色区域对应的目标颜色;其中,染色区域对应的区域占比包括:染色区域的尺寸与染色区域所属的已编辑组件的尺寸的比值;将多个已编辑组件中的染色区域的颜色,对应更新为染色区域对应的目标颜色。通过上述场景换色模块,可以对游戏编辑场景中的多个已编辑组件进行一键换色,节省了玩家对已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
进一步地,上述场景换色模块,还用于:将已编辑组件的实际尺寸与场景尺寸相除,得到相除结果;其中,场景尺寸是基于游戏场景信息确定的,游戏场景信息是基于包含有多个已编辑组件的游戏编辑场景生成;针对已编辑组件中的每个染色区域,将相除结果与染色区域对应的区域占比相乘,得到染色区域对应的最终占比;根据染色区域对应的最终占比,从目标场景配色条目中的第三预设数量个颜色中确定染色区域对应的目标颜色。
进一步地,目标场景配色条目中,不同颜色对应的占比区间不同,占比区间用于指示:染色区域对应的目标颜色为目标场景配色中的颜色时,对应的最终占比的取值范围;上述场景换色模块,还用于:从目标场景配色条目中的第三预设数量个颜色对应的占比区间中,确定染色区域对应的最终占比所属的目标占比区间,将目标占比区间对应的目标场景配色条目中的颜色确定为染色区域对应的目标颜色。
在具体实现时,上述场景配色条目中,不同颜色对应的占比区间不同;不同场景配色条目中,排序相同的颜色对应的占比区间相同。
进一步地,上述第三编辑窗口中还包括区域选择控件;区域选择控件用于选取游戏编辑场景中的场景区域;上述装置还包括局部换色模块,用于:响应针对区域选择控件的触发操作,在图形用户界面中显示区域选择标识;响应针对区域选择标识的设置操作,基于设置操作,确定区域选择标识在游戏编辑场景中选中的目标场景区域;响应针对第三编辑窗口中的第一场景配色条目的选中操作,基于第一场景配色条目中的第三预设数量个颜色,更新目标场景区域内的已编辑组件中的染色区域的颜色。基于上述局部换色模块,可以对目标场景区域内的已编辑组件中的染色区域的颜色进行更新换色,节省了玩家对 已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
进一步地,上述装置还包括特征标记模块,用于:响应针对多个已编辑组件中第一已编辑组件的标记操作,确定第一已编辑组件的标记特征;响应针对第一已编辑组件的换色操作,将第一已编辑组件的颜色更新为与标记特征相匹配的颜色。通过上述特征标记模块,可以将标记特征相同的已编辑组件,设置为相同的颜色,从有助于提高游戏编辑场景中已编辑组件的视觉效果,也使得具有相同标记特征的已编辑组件具有更贴合的颜色。
本公开实施例所提供的游戏中的对象选中装置,其实现原理及产生的技术效果和前述方法实施例相同,为简要描述,装置实施例部分未提及之处,可参考前述方法实施例中相应内容。
本公开实施例还提供了一种电子设备,如图8所示,电子设备包括处理器和存储器,该存储器存储有能够被处理器执行的机器可执行指令,该处理器执行机器可执行指令以实现上述游戏中的换色方法。
具体地,通过终端设备提供一图形用户界面,在图形用户界面中显示运行游戏程序提供的游戏编辑场景,游戏编辑场景中包括多个已编辑组件;已编辑组件为响应编辑操作设置于游戏编辑场景中的编辑组件;上述游戏中的换色方法,包括:响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件;其中,目标已编辑组件包括至少一个染色区域,染色区域用于为目标已编辑组件配置颜色;响应针对色板选择控件的触发操作,在图形用户界面中显示目标已编辑组件对应的色板选择列表;其中,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色;响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色;在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
上述游戏中的换色方法,可通过选择色板选择列表中的备选配色条目,对已编辑组件中的染色区域进行整体换色,提高了组件换色效率,也降低了玩家调色成本,提升了玩家游戏体验。
在可选实施例中,上述色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与目标已编辑组件所包含的染色区域的区域数量相同。通过将色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与目标已编辑组件所包含的染色区域的区域数量相同,方便实现备选颜色与目标已编辑组件中的染色区域的一一对应。
在可选实施例中,在目标已编辑组件中,一个染色区域对应一个颜色通道;颜色通道用于存储染色区域的颜色参数,并根据颜色参数更新染色区域的颜色。通过该实施例中的染色区域,可以通过对应颜色通道中当前存储的颜色参数更新颜色,从而更新该染色区域对应的已编辑组件的颜色,从而实现快速为已编辑组件进行换色。
在可选实施例中,上述方法还包括:在图形用户界面中显示第一编辑窗口;其中,第一编辑窗口中包括多个可编辑组件;响应针对多个可编辑组件中目标可编辑组件的选择操作,控制在游戏编辑场景中生成与目标可编辑组件对应的已编辑组件。
在可选实施例中,上述图形用户界面中显示有设置控件;上述响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件的步骤,包括:响应针对多个已编辑组件中的目标已编辑组件的触发操作,选中目标已编辑组件;响应针对设置控件的触发操作,在图形用户界面中显示第二编辑窗口;其中,第二编辑窗口中包括:色板选择控件,以及目标已编辑组件所包含的染色区域对应的当前颜色。在该实施例中,第二编辑窗口用于编辑或者设置选中的目标已编辑组件的组件信息,该组件信息包括组件颜色、组件转速、重心位置等信息。在第二编辑窗口中的色板选择控件用于调节组件颜色。
在可选实施例中,上述响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选配色更新目标已编辑组件所包含的染色区域的颜色的步骤,包括:响应作用于色板选择列表的触发操作,在图形用户界面中展示色板选择列表提供的至少一个备选配色条目,备选配色条目中包括与目标已编辑组件所包含的染色区域对应的备选颜色;响应针对至少一个备选配色条目中目标配色条目的选中操作,将第二编辑窗口中目标已编辑组件所包含的染色区域对应的当前颜色,替换为目标配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色。在该实施例中,通过作用于色板选择列表的触发操作,可以在图形用户界面的第二编辑窗口中展示色板选择列表提供的所有备选配色条目,并通过针对至少一个备选配色条目中目标配色条目的选中操作,实现对目标已编辑组件中染色区域的颜色进行调节,从而达到了降低玩家给已编辑组件上色环节的时间成本和繁杂交互,提高换色效率的技术效果。
在可选实施例中,上述第二编辑窗口包括颜色展示区,颜色展示区显示当前颜色的颜色标识,不同颜色标识与目标已编辑组件所包含的染色区域对应;上述方法还包括:响应针对颜色标识的触控操作,在第二编辑窗口中显示颜色调节面板;响应针对颜色调节面板的颜色设置操作,确定颜色设置操作对应 的目标颜色;根据目标颜色更新目标已编辑组件中的颜色标识对应的染色区域的颜色,并根据目标颜色更新颜色展示区中的颜色标识。通过上述方式,基于颜色标识还可以单独调节目标已编辑组件中的某个染色区域的颜色,提高了换色的灵活性和多样性。
在可选实施例中,上述备选配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色为通过如下步骤确定:获取目标已编辑组件所包含的染色区域的区域数量;从预设配色库中的预设配色组合中的第一预设数量个预设颜色中确定与区域数量相匹配的备选颜色;其中,预设配色库中包括至少一预设配色组合,预设配色组合包含第一预设数量个预设颜色,备选颜色为第一预设数量个预设颜色中的颜色。该方式中,备选配色条目所包含的备选配色的数量与目标已编辑组件所包含的染色区域的区域数量相同。
在可选实施例中,上述预设配色组合中的第一预设数量个预设颜色按照第一预设顺序排序;目标已编辑组件中的染色区域按照第二预设顺序排序;备选颜色为预设配色组合中的第一预设数量个预设颜色中的按照第一预设顺序排序中排序靠前的且与区域数量相匹配的预设颜色;上述根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色的步骤,包括:基于第一预设顺序和第二预设顺序,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色。
在可选实施例中,上述预设配色组合中的第一预设数量个预设颜色对应有不同的占比区间;目标已编辑组件中的染色区域对应有最终占比;最终占比是基于目标已编辑组件的实际尺寸和染色区域在目标已编辑组件中的区域占比确定的;染色区域对应的备选颜色为:预设配色组合中的第一预设数量个预设颜色中,染色区域对应的最终占比所属的占比区间对应的预设颜色。
在可选实施例中,上述方法还包括:响应针对预设配色库中的目标预设配色组合的复制操作,将目标预设配色组合复制在图形用户界面中的指定位置;响应针对指定位置的目标预设配色组合的颜色修改操作,得到颜色修改后的目标预设配色组合;响应针对颜色修改后的目标预设配色组合的确认操作,将颜色修改后的目标预设配色组合作为新的预设配色组合,添加至预设配色库中。在该实施例中,玩家可通过修改预设配色组合中的颜色,创建自定义的预设配色组合,从而提高了可选换色的多样性和灵活性,进而提高游戏中换色的多样性和灵活性,提高玩家的游戏体验。
在可选实施例中,新的预设配色组合与终端设备登录的游戏账号绑定。该过程便于在玩家进行下一次登录时,仍可以查看到新的预设配色组合,而无需进行重新配色,提高了换色效率的同时提高玩家的游戏体验。
在可选实施例中,上述图形用户界面中还显示有第一交互控件;上述方法还包括:响应针对第一交互控件的触发操作,在图形用户界面中显示第三编辑窗口;其中,第三编辑窗口中包括至少一场景配色条目,场景配色条目包括第三预设数量个颜色;响应针对第三编辑窗口的触控操作,从至少一场景配色条目中确定触控操作对应的目标场景配色条目;根据目标场景配色条目中的第三预设数量个颜色更新游戏编辑场景包括的多个已编辑组件中的染色区域的颜色。通过上述方式,可以对游戏编辑场景中的所有已编辑组件进行一键换色,节省了玩家对已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
在可选实施例中,上述图形用户界面中包括图片输入控件;上述方法还包括:响应于图片输入控件中输入目标图片,对目标图片进行颜色提取处理,得到目标图片所包含的第二预设数量的颜色;根据第二预设数量的颜色生成预设配色组合或场景配色条目。
在可选实施例中,上述根据第二预设数量的颜色生成预设配色组合的步骤,包括:根据第二预设数量的颜色分别对应的权重进行排序,权重为颜色在目标图片中的占比;根据排序后的第二预设数量的颜色生成预设配色组合。通过此种方式,使得玩家在对游戏编辑场景中的组件在进行换色时,可以使得整个游戏编辑场景中的配色与用户上传的目标图片的配色色调相一致,提高了进行色调配置的难度,降低了交互复杂度。
在可选实施例中,上述根据目标场景配色条目中的第三预设数量个颜色更新游戏编辑场景包括的多个已编辑组件中的染色区域的颜色的步骤,包括:针对游戏编辑场景包括的多个已编辑组件中的每个已编辑组件,根据已编辑组件的实际尺寸和已编辑组件中的染色区域对应的区域占比,从目标场景配色条目中的第三预设数量个颜色中,确定已编辑组件中的染色区域对应的目标颜色;其中,染色区域对应的区域占比包括:染色区域的尺寸与染色区域所属的已编辑组件的尺寸的比值;将多个已编辑组件中的染色区域的颜色,对应更新为染色区域对应的目标颜色。通过上述方式可以对游戏编辑场景中的多个已编辑组件进行一键换色,节省了玩家对已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
在可选实施例中,上述根据已编辑组件的实际尺寸和已编辑组件中的染色区域对应的区域占比,从目标场景配色条目中的第三预设数量个颜色中,确定已编辑组件中的染色区域对应的目标颜色的步骤,包括:将已编辑组件的实际尺寸与场景尺寸相除,得到相除结果;其中,场景尺寸是基于游戏场景信息 确定的,游戏场景信息是基于包含有多个已编辑组件的游戏编辑场景生成;针对已编辑组件中的每个染色区域,将相除结果与染色区域对应的区域占比相乘,得到染色区域对应的最终占比;根据染色区域对应的最终占比,从目标场景配色条目中的第三预设数量个颜色中确定染色区域对应的目标颜色。
在可选实施例中,上述目标场景配色条目中,不同颜色对应的占比区间不同,占比区间用于指示:染色区域对应的目标颜色为目标场景配色中的颜色时,对应的最终占比的取值范围;上述根据染色区域对应的最终占比,从目标场景配色条目中的第三预设数量个颜色中确定染色区域对应的目标颜色的步骤,包括:从目标场景配色条目中的第三预设数量个颜色对应的占比区间中,确定染色区域对应的最终占比所属的目标占比区间,将目标占比区间对应的目标场景配色条目中的颜色确定为染色区域对应的目标颜色。
在可选实施例中,上述场景配色条目中,不同颜色对应的占比区间不同;不同场景配色条目中,排序相同的颜色对应的占比区间相同。
在可选实施例中,上述第三编辑窗口中还包括区域选择控件;区域选择控件用于选取游戏编辑场景中的场景区域;上述方法还包括:响应针对区域选择控件的触发操作,在图形用户界面中显示区域选择标识;响应针对区域选择标识的设置操作,基于设置操作,确定区域选择标识在游戏编辑场景中选中的目标场景区域;响应针对第三编辑窗口中的第一场景配色条目的选中操作,基于第一场景配色条目中的第三预设数量个颜色,更新目标场景区域内的已编辑组件中的染色区域的颜色。通过上述方式,可以对目标场景区域内的已编辑组件中的染色区域的颜色进行更新换色,节省了玩家对已编辑组件进行局部换色的操作复杂度,有助于提升玩家游戏体验感。
在可选实施例中,上述方法还包括:响应针对多个已编辑组件中第一已编辑组件的标记操作,确定第一已编辑组件的标记特征;响应针对第一已编辑组件的换色操作,将第一已编辑组件的颜色更新为与标记特征相匹配的颜色。通过该实施例,可以将标记特征相同的已编辑组件,设置为相同的颜色,从有助于提高游戏编辑场景中已编辑组件的视觉效果,也使得具有相同标记特征的已编辑组件具有更贴合的颜色。
进一步地,图8所示的电子设备还包括总线102和通信接口103,处理器101、通信接口103和存储器100通过总线102连接。
其中,存储器100可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图8中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器101可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器101中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器101可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processing,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现成可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器100,处理器101读取存储器100中的信息,结合其硬件完成前述实施例的方法的步骤。
本公开实施例还提供了一种计算机可读存储介质,该计算机可读存储介质存储有计算机可执行指令,该计算机可执行指令在被处理器调用和执行时,该计算机可执行指令促使处理器实现上述游戏中的换色方法,具体实现可参见方法实施例,在此不再赘述。
具体地,通过终端设备提供一图形用户界面,在图形用户界面中显示运行游戏程序提供的游戏编辑场景,游戏编辑场景中包括多个已编辑组件;已编辑组件为响应编辑操作设置于游戏编辑场景中的编辑组件;上述游戏中的换色方法,包括:响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件;其中,目标已编辑组件包括至少一个染色区域,染色区域用于为目标已编辑组件配置颜色;响应针对色板选择控件的触发操作,在图形用户界面中显示目标已编辑组件对应的色板选择列表;其中,色板选择列表中包括至少一个备选配色条目;备选配色条目中包括目标已编辑组件所包含的染色区域的备选颜色;响应针对色板选择列表中的选中操作,从至少一个备选配色条目中 确定目标配色条目,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色;在图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
上述游戏中的换色方法,可通过选择色板选择列表中的备选配色条目,对已编辑组件中的染色区域进行整体换色,提高了组件换色效率,也降低了玩家调色成本,提升了玩家游戏体验。
在可选实施例中,上述色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与目标已编辑组件所包含的染色区域的区域数量相同。通过将色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与目标已编辑组件所包含的染色区域的区域数量相同,方便实现备选颜色与目标已编辑组件中的染色区域的一一对应。
在可选实施例中,在目标已编辑组件中,一个染色区域对应一个颜色通道;颜色通道用于存储染色区域的颜色参数,并根据颜色参数更新染色区域的颜色。通过该实施例中的染色区域,可以通过对应颜色通道中当前存储的颜色参数更新颜色,从而更新该染色区域对应的已编辑组件的颜色,从而实现快速为已编辑组件进行换色。
在可选实施例中,上述方法还包括:在图形用户界面中显示第一编辑窗口;其中,第一编辑窗口中包括多个可编辑组件;响应针对多个可编辑组件中目标可编辑组件的选择操作,控制在游戏编辑场景中生成与目标可编辑组件对应的已编辑组件。
在可选实施例中,上述图形用户界面中显示有设置控件;上述响应针对多个已编辑组件中的目标已编辑组件的设置操作,在图形用户界面中显示色板选择控件的步骤,包括:响应针对多个已编辑组件中的目标已编辑组件的触发操作,选中目标已编辑组件;响应针对设置控件的触发操作,在图形用户界面中显示第二编辑窗口;其中,第二编辑窗口中包括:色板选择控件,以及目标已编辑组件所包含的染色区域对应的当前颜色。在该实施例中,第二编辑窗口用于编辑或者设置选中的目标已编辑组件的组件信息,该组件信息包括组件颜色、组件转速、重心位置等信息。在第二编辑窗口中的色板选择控件用于调节组件颜色。
在可选实施例中,上述响应针对色板选择列表中的选中操作,从至少一个备选配色条目中确定目标配色条目,根据目标配色条目中的备选配色更新目标已编辑组件所包含的染色区域的颜色的步骤,包括:响应作用于色板选择列表的触发操作,在图形用户界面中展示色板选择列表提供的至少一个备选配色条目,备选配色条目中包括与目标已编辑组件所包含的染色区域对应的备选颜色;响应针对至少一个备选配色条目中目标配色条目的选中操作,将第二编辑窗口中目标已编辑组件所包含的染色区域对应的当前颜色,替换为目标配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色。在该实施例中,通过作用于色板选择列表的触发操作,可以在图形用户界面的第二编辑窗口中展示色板选择列表提供的所有备选配色条目,并通过针对至少一个备选配色条目中目标配色条目的选中操作,实现对目标已编辑组件中染色区域的颜色进行调节,从而达到了降低玩家给已编辑组件上色环节的时间成本和繁杂交互,提高换色效率的技术效果。
在可选实施例中,上述第二编辑窗口包括颜色展示区,颜色展示区显示当前颜色的颜色标识,不同颜色标识与目标已编辑组件所包含的染色区域对应;上述方法还包括:响应针对颜色标识的触控操作,在第二编辑窗口中显示颜色调节面板;响应针对颜色调节面板的颜色设置操作,确定颜色设置操作对应的目标颜色;根据目标颜色更新目标已编辑组件中的颜色标识对应的染色区域的颜色,并根据目标颜色更新颜色展示区中的颜色标识。通过上述方式,基于颜色标识还可以单独调节目标已编辑组件中的某个染色区域的颜色,提高了换色的灵活性和多样性。
在可选实施例中,上述备选配色条目中包括的与目标已编辑组件所包含的染色区域对应的备选颜色为通过如下步骤确定:获取目标已编辑组件所包含的染色区域的区域数量;从预设配色库中的预设配色组合中的第一预设数量个预设颜色中确定与区域数量相匹配的备选颜色;其中,预设配色库中包括至少一预设配色组合,预设配色组合包含第一预设数量个预设颜色,备选颜色为第一预设数量个预设颜色中的颜色。备选配色条目包含的备选配色数量与目标已编辑组件所包含染色区域的区域数量相同。
在可选实施例中,上述预设配色组合中的第一预设数量个预设颜色按照第一预设顺序排序;目标已编辑组件中的染色区域按照第二预设顺序排序;备选颜色为预设配色组合中的第一预设数量个预设颜色中的按照第一预设顺序排序中排序靠前的且与区域数量相匹配的预设颜色;上述根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色的步骤,包括:基于第一预设顺序和第二预设顺序,根据目标配色条目中的备选颜色更新目标已编辑组件所包含的染色区域的颜色。
在可选实施例中,上述预设配色组合中的第一预设数量个预设颜色对应有不同的占比区间;目标已编辑组件中的染色区域对应有最终占比;最终占比是基于目标已编辑组件的实际尺寸和染色区域在目标已编辑组件中的区域占比确定的;染色区域对应的备选颜色为:预设配色组合中的第一预设数量个预设颜色中,染色区域对应的最终占比所属的占比区间对应的预设颜色。
在可选实施例中,上述方法还包括:响应针对预设配色库中的目标预设配色组合的复制操作,将目标预设配色组合复制在图形用户界面中的指定位置;响应针对指定位置的目标预设配色组合的颜色修改操作,得到颜色修改后的目标预设配色组合;响应针对颜色修改后的目标预设配色组合的确认操作,将颜色修改后的目标预设配色组合作为新的预设配色组合,添加至预设配色库中。在该实施例中,玩家可通过修改预设配色组合中的颜色,创建自定义的预设配色组合,从而提高了可选换色的多样性和灵活性,进而提高游戏中换色的多样性和灵活性,提高玩家的游戏体验。
在可选实施例中,新的预设配色组合与终端设备登录的游戏账号绑定。该过程便于在玩家进行下一次登录时,仍可以查看到新的预设配色组合,而无需进行重新配色,提高了换色效率的同时提高玩家的游戏体验。
在可选实施例中,上述图形用户界面中还显示有第一交互控件;上述方法还包括:响应针对第一交互控件的触发操作,在图形用户界面中显示第三编辑窗口;其中,第三编辑窗口中包括至少一场景配色条目,场景配色条目包括第三预设数量个颜色;响应针对第三编辑窗口的触控操作,从至少一场景配色条目中确定触控操作对应的目标场景配色条目;根据目标场景配色条目中的第三预设数量个颜色更新游戏编辑场景包括的多个已编辑组件中的染色区域的颜色。通过该方式可以对游戏编辑场景中所有已编辑组件进行一键换色,节省了玩家对已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
在可选实施例中,上述图形用户界面中包括图片输入控件;上述方法还包括:响应于图片输入控件中输入目标图片,对目标图片进行颜色提取处理,得到目标图片所包含的第二预设数量的颜色;根据第二预设数量的颜色生成预设配色组合或场景配色条目。
在可选实施例中,上述根据第二预设数量的颜色生成预设配色组合的步骤,包括:根据第二预设数量的颜色分别对应的权重进行排序,权重为颜色在目标图片中的占比;根据排序后的第二预设数量的颜色生成预设配色组合。通过此种方式,使得玩家在对游戏编辑场景中的组件在进行换色时,可以使得整个游戏编辑场景中的配色与用户上传的目标图片的配色色调相一致,提高了进行色调配置的难度,降低了交互复杂度。
在可选实施例中,上述根据目标场景配色条目中的第三预设数量个颜色更新游戏编辑场景包括的多个已编辑组件中的染色区域的颜色的步骤,包括:针对游戏编辑场景包括的多个已编辑组件中的每个已编辑组件,根据已编辑组件的实际尺寸和已编辑组件中的染色区域对应的区域占比,从目标场景配色条目中的第三预设数量个颜色中,确定已编辑组件中的染色区域对应的目标颜色;其中,染色区域对应的区域占比包括:染色区域的尺寸与染色区域所属的已编辑组件的尺寸的比值;将多个已编辑组件中的染色区域的颜色,对应更新为染色区域对应的目标颜色。通过上述方式,可以对游戏编辑场景中所有已编辑组件进行一键换色,节省了玩家对已编辑组件进行换色的操作复杂度,有助于提升玩家游戏体验感。
在可选实施例中,上述根据已编辑组件的实际尺寸和已编辑组件中的染色区域对应的区域占比,从目标场景配色条目中的第三预设数量个颜色中,确定已编辑组件中的染色区域对应的目标颜色的步骤,包括:将已编辑组件的实际尺寸与场景尺寸相除,得到相除结果;其中,场景尺寸是基于游戏场景信息确定的,游戏场景信息是基于包含有多个已编辑组件的游戏编辑场景生成;针对已编辑组件中的每个染色区域,将相除结果与染色区域对应的区域占比相乘,得到染色区域对应的最终占比;根据染色区域对应的最终占比,从目标场景配色条目中的第三预设数量个颜色中确定染色区域对应的目标颜色。
在可选实施例中,上述目标场景配色条目中,不同颜色对应的占比区间不同,占比区间用于指示:染色区域对应的目标颜色为目标场景配色中的颜色时,对应的最终占比的取值范围;上述根据染色区域对应的最终占比,从目标场景配色条目中的第三预设数量个颜色中确定染色区域对应的目标颜色的步骤,包括:从目标场景配色条目中的第三预设数量个颜色对应的占比区间中,确定染色区域对应的最终占比所属的目标占比区间,将目标占比区间对应的目标场景配色条目中的颜色确定为染色区域对应的目标颜色。
在可选实施例中,上述场景配色条目中,不同颜色对应的占比区间不同;不同场景配色条目中,排序相同的颜色对应的占比区间相同。
在可选实施例中,上述第三编辑窗口中还包括区域选择控件;区域选择控件用于选取游戏编辑场景中的场景区域;上述方法还包括:响应针对区域选择控件的触发操作,在图形用户界面中显示区域选择标识;响应针对区域选择标识的设置操作,基于设置操作,确定区域选择标识在游戏编辑场景中选中的目标场景区域;响应针对第三编辑窗口中的第一场景配色条目的选中操作,基于第一场景配色条目中的第三预设数量个颜色,更新目标场景区域内的已编辑组件中的染色区域的颜色。通过上述方式,可以对目标场景区域内的已编辑组件中的染色区域的颜色进行更新换色,节省了玩家对已编辑组件进行局部换色的操作复杂度,有助于提升玩家游戏体验感。
在可选实施例中,上述方法还包括:响应针对多个已编辑组件中第一已编辑组件的标记操作,确定 第一已编辑组件的标记特征;响应针对第一已编辑组件的换色操作,将第一已编辑组件的颜色更新为与标记特征相匹配的颜色。可以将标记特征相同的已编辑组件,设置为相同的颜色,有助于提高游戏编辑场景中已编辑组件的视觉效果,使得具有相同标记特征的已编辑组件具有更贴合的颜色。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,终端设备,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。

Claims (24)

  1. 一种游戏中的换色方法,通过终端设备提供一图形用户界面,在所述图形用户界面中显示运行游戏程序提供的游戏编辑场景,所述游戏编辑场景中包括多个已编辑组件;所述已编辑组件为响应编辑操作设置于所述游戏编辑场景中的编辑组件;所述方法包括:
    响应针对所述多个已编辑组件中的目标已编辑组件的设置操作,在所述图形用户界面中显示色板选择控件;其中,所述目标已编辑组件包括至少一个染色区域,所述染色区域用于为所述目标已编辑组件配置颜色;
    响应针对所述色板选择控件的触发操作,在所述图形用户界面中显示所述目标已编辑组件对应的色板选择列表;其中,所述色板选择列表中包括至少一个备选配色条目;所述备选配色条目中包括所述目标已编辑组件所包含的染色区域的备选颜色;
    响应针对所述色板选择列表中的选中操作,从所述至少一个备选配色条目中确定目标配色条目,根据所述目标配色条目中的备选颜色更新所述目标已编辑组件所包含的染色区域的颜色;
    在所述图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
  2. 根据权利要求1所述的方法,其中,所述色板选择列表中显示的备选配色条目所包含的备选颜色的颜色数量,与所述目标已编辑组件所包含的染色区域的区域数量相同。
  3. 根据权利要求1所述的方法,其中,在所述目标已编辑组件中,一个所述染色区域对应一个颜色通道;所述颜色通道用于存储所述染色区域的颜色参数,并根据所述颜色参数更新所述染色区域的颜色。
  4. 根据权利要求1所述的方法,其中,所述方法还包括:
    在所述图形用户界面中显示第一编辑窗口;其中,所述第一编辑窗口中包括多个可编辑组件;
    响应针对所述多个可编辑组件中目标可编辑组件的选择操作,控制在所述游戏编辑场景中生成与所述目标可编辑组件对应的已编辑组件。
  5. 根据权利要求1所述的方法,其中,所述图形用户界面中显示有设置控件;
    所述响应针对所述多个已编辑组件中的目标已编辑组件的设置操作,在所述图形用户界面中显示色板选择控件的步骤,包括:
    响应针对所述多个已编辑组件中的目标已编辑组件的触发操作,选中所述目标已编辑组件;
    响应针对所述设置控件的触发操作,在图形用户界面中显示第二编辑窗口;其中,所述第二编辑窗口中包括:所述色板选择控件,以及所述目标已编辑组件所包含的染色区域对应的当前颜色。
  6. 根据权利要求5所述的方法,其中,所述响应针对所述色板选择列表中的选中操作,从所述至少一个备选配色条目中确定目标配色条目,根据所述目标配色条目中的备选配色更新所述目标已编辑组件所包含的染色区域的颜色的步骤,包括:
    响应作用于所述色板选择列表的触发操作,在所述图形用户界面中展示所述色板选择列表提供的至少一个备选配色条目,所述备选配色条目中包括与所述目标已编辑组件所包含的染色区域对应的备选颜色;
    响应针对所述至少一个备选配色条目中目标配色条目的选中操作,将所述第二编辑窗口中所述目标已编辑组件所包含的染色区域对应的当前颜色,替换为所述目标配色条目中包括的与所述目标已编辑组件所包含的染色区域对应的备选颜色。
  7. 根据权利要求5所述的方法,其中,所述第二编辑窗口包括颜色展示区,所述颜色展示区显示所述当前颜色的颜色标识,不同所述颜色标识与所述目标已编辑组件所包含的染色区域对应;所述方法还包括:
    响应针对所述颜色标识的触控操作,在所述第二编辑窗口中显示颜色调节面板;
    响应针对所述颜色调节面板的颜色设置操作,确定所述颜色设置操作对应的目标颜色;
    根据所述目标颜色更新所述目标已编辑组件中的所述颜色标识对应的染色区域的颜色,并根据所述目标颜色更新所述颜色展示区中的颜色标识。
  8. 根据权利要求1所述的方法,其中,所述备选配色条目中包括的与所述目标已编辑组件所包含的染色区域对应的备选颜色为通过如下步骤确定:
    获取所述目标已编辑组件所包含的染色区域的区域数量;
    从预设配色库中的预设配色组合中的第一预设数量个预设颜色中确定与所述区域数量相匹配的备选颜色;其中,所述预设配色库中包括至少一预设配色组合,所述预设配色组合包含所述第一预设数量个预设颜色,所述备选颜色为所述第一预设数量个预设颜色中的颜色。
  9. 根据权利要求8所述的方法,其中,所述预设配色组合中的第一预设数量个预设颜色按照第一预设顺序排序;所述目标已编辑组件中的染色区域按照第二预设顺序排序;所述备选颜色为预设配色组 合中的第一预设数量个预设颜色中的按照所述第一预设顺序排序中排序靠前的且与所述区域数量相匹配的预设颜色;
    所述根据所述目标配色条目中的备选颜色更新所述目标已编辑组件所包含的染色区域的颜色的步骤,包括:
    基于所述第一预设顺序和所述第二预设顺序,根据所述目标配色条目中的备选颜色更新所述目标已编辑组件所包含的染色区域的颜色。
  10. 根据权利要求8所述的方法,其中,所述预设配色组合中的第一预设数量个预设颜色对应有不同的占比区间;所述目标已编辑组件中的染色区域对应有最终占比;所述最终占比是基于所述目标已编辑组件的实际尺寸和所述染色区域在所述目标已编辑组件中的区域占比确定的;所述染色区域对应的备选颜色为:所述预设配色组合中的第一预设数量个预设颜色中,所述染色区域对应的最终占比所属的占比区间对应的预设颜色。
  11. 根据权利要求8所述的方法,其中,所述方法还包括:
    响应针对所述预设配色库中的目标预设配色组合的复制操作,将所述目标预设配色组合复制在所述图形用户界面中的指定位置;
    响应针对所述指定位置的所述目标预设配色组合的颜色修改操作,得到颜色修改后的目标预设配色组合;
    响应针对所述颜色修改后的目标预设配色组合的确认操作,将所述颜色修改后的目标预设配色组合作为新的预设配色组合,添加至所述预设配色库中。
  12. 根据权利要求11所述的方法,其中,所述新的预设配色组合与所述终端设备登录的游戏账号绑定。
  13. 根据权利要求1所述的方法,其中,所述图形用户界面中还显示有第一交互控件;所述方法还包括:
    响应针对所述第一交互控件的触发操作,在所述图形用户界面中显示第三编辑窗口;其中,所述第三编辑窗口中包括至少一场景配色条目,所述场景配色条目包括第三预设数量个颜色;
    响应针对所述第三编辑窗口的触控操作,从所述至少一场景配色条目中确定所述触控操作对应的目标场景配色条目;
    根据所述目标场景配色条目中的第三预设数量个颜色更新所述游戏编辑场景包括的所述多个已编辑组件中的所述染色区域的颜色。
  14. 根据权利要求8或13所述的方法,其中,所述图形用户界面中包括图片输入控件;所述方法还包括:
    响应于所述图片输入控件中输入目标图片,对所述目标图片进行颜色提取处理,得到所述目标图片所包含的第二预设数量的颜色;
    根据所述第二预设数量的颜色生成预设配色组合或场景配色条目。
  15. 根据权利要求14所述的方法,其中,所述根据所述第二预设数量的颜色生成预设配色组合的步骤,包括:
    根据所述第二预设数量的颜色分别对应的权重进行排序,所述权重为所述颜色在所述目标图片中的占比;
    根据排序后的所述第二预设数量的颜色生成预设配色组合。
  16. 根据权利要求13所述的方法,其中,所述根据所述目标场景配色条目中的第三预设数量个颜色更新所述游戏编辑场景包括的所述多个已编辑组件中的所述染色区域的颜色的步骤,包括:
    针对游戏编辑场景包括的所述多个已编辑组件中的每个所述已编辑组件,根据所述已编辑组件的实际尺寸和所述已编辑组件中的染色区域对应的区域占比,从所述目标场景配色条目中的第三预设数量个颜色中,确定所述已编辑组件中的染色区域对应的目标颜色;其中,所述染色区域对应的区域占比包括:所述染色区域的尺寸与所述染色区域所属的已编辑组件的尺寸的比值;
    将所述多个已编辑组件中的所述染色区域的颜色,对应更新为所述染色区域对应的目标颜色。
  17. 根据权利要求16所述的方法,其中,所述根据所述已编辑组件的实际尺寸和所述已编辑组件中的染色区域对应的区域占比,从所述目标场景配色条目中的第三预设数量个颜色中,确定所述已编辑组件中的染色区域对应的目标颜色的步骤,包括:
    将所述已编辑组件的实际尺寸与场景尺寸相除,得到相除结果;其中,所述场景尺寸是基于游戏场景信息确定的,所述游戏场景信息是基于包含有所述多个已编辑组件的游戏编辑场景生成;
    针对所述已编辑组件中的每个染色区域,将所述相除结果与所述染色区域对应的区域占比相乘,得到所述染色区域对应的最终占比;根据所述染色区域对应的最终占比,从所述目标场景配色条目中的第 三预设数量个颜色中确定所述染色区域对应的目标颜色。
  18. 根据权利要求17所述的方法,其中,所述目标场景配色条目中,不同颜色对应的占比区间不同,所述占比区间用于指示:所述染色区域对应的目标颜色为所述目标场景配色中的颜色时,对应的最终占比的取值范围;
    所述根据所述染色区域对应的最终占比,从所述目标场景配色条目中的第三预设数量个颜色中确定所述染色区域对应的目标颜色的步骤,包括:
    从所述目标场景配色条目中的第三预设数量个颜色对应的占比区间中,确定所述染色区域对应的最终占比所属的目标占比区间,将所述目标占比区间对应的所述目标场景配色条目中的颜色确定为所述染色区域对应的目标颜色。
  19. 根据权利要求18所述的方法,其中,所述场景配色条目中,不同颜色对应的占比区间不同;不同所述场景配色条目中,排序相同的颜色对应的占比区间相同。
  20. 根据权利要求13所述的方法,其中,所述第三编辑窗口中还包括区域选择控件;所述区域选择控件用于选取所述游戏编辑场景中的场景区域;所述方法还包括:
    响应针对所述区域选择控件的触发操作,在所述图形用户界面中显示区域选择标识;
    响应针对所述区域选择标识的设置操作,基于所述设置操作,确定所述区域选择标识在所述游戏编辑场景中选中的目标场景区域;
    响应针对所述第三编辑窗口中的第一场景配色条目的选中操作,基于所述第一场景配色条目中的第三预设数量个颜色,更新所述目标场景区域内的所述已编辑组件中的所述染色区域的颜色。
  21. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应针对所述多个已编辑组件中第一已编辑组件的标记操作,确定所述第一已编辑组件的标记特征;
    响应针对所述第一已编辑组件的换色操作,将所述第一已编辑组件的颜色更新为与所述标记特征相匹配的颜色。
  22. 一种游戏中的换色装置,通过终端设备提供一图形用户界面;在所述图形用户界面中显示运行游戏程序提供的游戏编辑场景,所述游戏编辑场景中包括多个已编辑组件;所述已编辑组件为响应编辑操作设置于所述游戏编辑场景中的编辑组件;所述装置包括:
    控件显示模块,配置为执行响应针对所述多个已编辑组件中的目标已编辑组件的设置操作,在所述图形用户界面中显示色板选择控件;其中,所述目标已编辑组件包括至少一个染色区域,所述染色区域用于为所述目标已编辑组件配置颜色;
    列表显示模块,配置为执行响应针对所述色板选择控件的触发操作,在所述图形用户界面中显示所述目标已编辑组件对应的色板选择列表;其中,所述色板选择列表中包括至少一个备选配色条目;所述备选配色条目中包括所述目标已编辑组件所包含的染色区域的备选颜色;
    颜色确定模块,配置为执行响应针对所述色板选择列表中的选中操作,从所述至少一个备选配色条目中确定目标配色条目,根据所述目标配色条目中的备选颜色更新所述目标已编辑组件所包含的染色区域的颜色;
    更新显示模块,配置为执行在所述图形用户界面中显示更新染色区域的颜色后的目标已编辑组件。
  23. 一种电子设备,所述电子设备包括处理器和存储器,所述存储器存储有能够被所述处理器执行的机器可执行指令,所述处理器执行所述机器可执行指令以实现权利要求1至21任一项所述的游戏中的换色方法。
  24. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行指令,所述计算机可执行指令在被处理器调用和执行时,所述计算机可执行指令促使所述处理器实现权利要求1至21任一项所述的游戏中的换色方法。
PCT/CN2024/096074 2023-06-08 2024-05-29 游戏中的换色方法、装置和电子设备 Ceased WO2024251005A1 (zh)

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