CN108021363B - Visual game logic editing method and system - Google Patents

Visual game logic editing method and system Download PDF

Info

Publication number
CN108021363B
CN108021363B CN201711278166.XA CN201711278166A CN108021363B CN 108021363 B CN108021363 B CN 108021363B CN 201711278166 A CN201711278166 A CN 201711278166A CN 108021363 B CN108021363 B CN 108021363B
Authority
CN
China
Prior art keywords
control
logic
editing
option
game logic
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201711278166.XA
Other languages
Chinese (zh)
Other versions
CN108021363A (en
Inventor
徐波
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Duoyi Network Co ltd
GUANGDONG LIWEI NETWORK TECHNOLOGY CO LTD
Guangzhou Duoyi Network Co ltd
Original Assignee
Duoyi Network Co ltd
GUANGDONG LIWEI NETWORK TECHNOLOGY CO LTD
Guangzhou Duoyi Network Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Duoyi Network Co ltd, GUANGDONG LIWEI NETWORK TECHNOLOGY CO LTD, Guangzhou Duoyi Network Co ltd filed Critical Duoyi Network Co ltd
Priority to CN201711278166.XA priority Critical patent/CN108021363B/en
Publication of CN108021363A publication Critical patent/CN108021363A/en
Application granted granted Critical
Publication of CN108021363B publication Critical patent/CN108021363B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/33Intelligent editors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/34Graphical or visual programming

Landscapes

  • Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Stored Programmes (AREA)

Abstract

The invention relates to a visual game logic editing method and a system, which combines and connects all components in a component library in a tree structure mode according to operation logics, namely, the tree structure is formed by the operation logics commonly used in a series of games in the program, all operations, judgments and data are managed as tree nodes, and are drawn out through a game logic editing interface and respond to corresponding operations, thereby providing a logic architecture for a planning staff, only selecting corresponding content options according to the required logics, utilizing the mutual combination among the content options of different node controls, and also being capable of transforming the content options of the same node control to realize different functions by using the same component, leading the game logic performance to be conveniently displayed through an interface, leading the planning staff to realize the game logic structure by an editing system, the dependence on programmers is reduced, the reusability of codes is improved, and the codes are prevented from only realizing the same function of the same component repeatedly.

Description

Visual game logic editing method and system
Technical Field
The invention relates to a visual game logic editing method and system.
Background
The creation of a game typically requires the participation of a planner who designs the game and a programmer who then completes the game logic. The part of the game requiring the logic writing of the planning staff generally requires the planning staff to set a scheme and then the programmer to realize the game logic by using codes, and the process is inefficient and is easy to cause realization incoordination due to communication problems.
To solve the above problems to some extent, the prior art proposes a guide table editor, which generates executable script codes for the data base of game play in a hard-coded form, and in this editing process, although the plan may select some limited logic that has been customized, the following steps are:
1) complex game logics cannot be made through an editor, except some only simple logics, other game logics need programmers to hard code corresponding codes, and the simple logics also need the programmers to specially make logic generation codes for the programmers, so that not only is the development efficiency not saved, but also the readability of the game codes is lower;
2) when a game plan requires the development of new play or the modification of existing play, two practical situations may arise: the first method comprises the following steps: the modification may be only some configurable numerical value changes or preset generation logic, the guide table operation is performed after the modification by directly using the existing editor, and the intervention of a game program may not be needed; and the second method comprises the following steps: the logic to be modified can not be directly realized by a guide table editor, and the game program needs to modify the corresponding logic in a hard coding code mode. When the second condition occurs, the planning personnel cannot directly realize the design, the condition that the realization of the programmer needs to be waited occurs, and the period for realizing the programmer is also an uncertain factor;
3) in the hard coding implementation process, the planning staff is a requirement provider, the programmer is a corresponding executor, and the planning staff can realize the requirements of the planning staff only by continuously communicating and adjusting in the process. If the information is transmitted incorrectly or the information is understood differently in the process, the program is likely to be reworked, and the development period is greatly increased;
4) when the guide table editor is used for logic writing, because the options only have basic type selection and cannot represent complex type objects in the game, the non-strong type during data editing can cause data errors, and the practicability of the guide table editor is greatly limited.
Disclosure of Invention
In order to solve the defects and shortcomings of the prior art, the invention provides a visual game logic editing method and a visual game logic editing system, so that the game logic performance can be conveniently displayed through an interface, a planning person can realize the logic structure of a game through an editing system by himself, the dependence on a programmer is reduced, the phenomenon that data types are wrong when logic is written is prevented, the reusability of codes is improved by managing component libraries, and the codes can be prevented from realizing the same functions of the same component repeatedly.
In order to achieve one of the objectives of the present invention, the present invention first provides a method for editing a visual game logic, which comprises the following steps:
s101: detecting whether an operation instruction is input, if so, executing the step S102, otherwise, not executing any operation;
s102: starting preset editor software, calling a prestored component library, and controlling the editor software to display a game logic editing interface; the component library comprises a function component, an action component, a condition component, a data source component, a value data component, a preset value component, a variable component and an expression component; the editor software is configured with all components in a component library combined and connected in a tree structure manner; the game logic editing interface is bound with all components in the component library, and is provided with a root node control, a plurality of father node controls arranged under the root node control, at least one child node control arranged under each father node control, and at least one child node control arranged under part of the child node controls; each subnode control and each subnode control are internally provided with at least one parameter variable option; each parameter variable option comprises a plurality of different content options and is respectively bound with corresponding components in the component library;
s103: detecting whether each node control and/or each parameter variable option in the game logic editing interface has an editing instruction input, if so, controlling the corresponding node control to expand, calling a corresponding component according to the editing instruction, generating a corresponding logic code, and storing the logic code in a logic code library to finish game logic editing; otherwise, the current game logic editing interface is kept displayed.
Therefore, the invention combines and connects all the components in the component library in a tree structure mode according to the operation logic, namely, the common operation logic in a series of games forms the tree structure through the program, all the operation, judgment and data are managed as the nodes of the tree, then the tree structure is drawn through the game logic editing interface and responds to the corresponding operation, a logic architecture is provided for the planning personnel, only the corresponding content options are selected according to the required logic, the content options of different node controls are combined with each other, the content options of the same node control can be changed to realize different functions by using the same component, the game logic performance is conveniently displayed through the interface, the planning personnel can realize the logic structure of the game through the editing system, the dependence on programmers is reduced, and the phenomenon of data type error in the process of writing the logic is prevented, the invention uses the component library management to improve the reusability of the code and avoid that the code can only repeatedly realize the same function of the same component.
Further, the game logic editing interface comprises a logic architecture display area and an option display area; the root node control, the father node controls, the child node controls and the child node controls are configured in the logic architecture display area according to the corresponding logic relations and are displayed in a text form respectively; the data in each subnode control and each subnode control are configured in the option display area in the form of text segments containing parameter variable options, and the parameter variable options in each text segment are displayed in the form of being distinguished from other non-editable text contents;
and step S103 specifically includes the following steps:
s11: detecting whether an editing instruction is input in the logic architecture display area, if so, executing S13, otherwise, executing S12;
s12: controlling the game logic editing interface of the editor software to only display a logic architecture display area, controlling the logic architecture display area to only display a root node control, and ending the step S103;
s13: judging whether the editing instruction is a father node display instruction or not, if so, controlling the game logic editing interface to only display a logic architecture display area, displaying the root node control and each father node control in the logic architecture display area, and executing the step S14; otherwise, return to execute S12;
s14: continuously detecting whether an editing instruction is input in the logic architecture display area, if so, judging whether the editing instruction is a child node display instruction, if so, controlling the logic architecture display area to further display a child node control corresponding to the child node display instruction, and executing the step S15; otherwise, keeping the current display interface;
s15: continuously detecting whether an editing instruction is input in the logic architecture display area, if so, judging whether the current editing instruction is a parameter selection instruction, if so, controlling the option display area to display, displaying the text segment corresponding to the child node control corresponding to the current parameter selection instruction in the option display area, and executing the step S18; otherwise, go to step S16;
s16: judging whether the current editing instruction is a secondary child node display instruction, if so, controlling the logic architecture display area to display a secondary child node control corresponding to the secondary child node display instruction, otherwise, executing the step S17;
s17: judging whether the current editing instruction is a child node display instruction, if so, controlling the logic architecture display area to display a child node control corresponding to the child node display instruction, and executing the step S15; otherwise, keeping the current display interface;
s18: detecting whether an editing instruction is input in a parameter variable option in a text field in an option display area, if so, controlling the option display area to display a currently selected content option or a currently input content parameter according to the editing instruction, calling a corresponding component library and generating a corresponding code; otherwise, the current display interface is kept.
By dividing the area of the game logic editing interface, the planning personnel can clearly distinguish the logic editing area and the content option selection area, so that the game logic can be simpler and clearer, and confusion is avoided; by displaying each control in the form of text fields, the game logic can be more intuitively understood by planning personnel, and the game is easier to master; the parameter variable options in each text field are displayed in a form of distinguishing from other non-editable text contents, so that editable parts are clear at a glance, and the editing and modifying efficiency is improved; through controlling the steps S11-S18, the display accuracy of the display area is improved, the display logic of the display area is clear, the intuitiveness of the logic calling relation is further improved, the editing operation is facilitated, and the logic editing method is simplified.
Further, the game logic editing interface also comprises an option interpretation area; and in step S15, controlling the display of the option display area and the display of the option interpretation area; the option interpretation area displays an interpretation text for explaining the meaning of the currently displayed word segment in the option display area. By additionally arranging the option interpretation area and displaying the meanings of the interpretation sub-control, the game logic is further simple and easy to understand, and a planner can more easily understand the functions of the variable parameter options, so that the editing operation is further facilitated.
Further, the game logic editing interface also comprises a tree logic area; and in step S15, controlling the display of the tree logic area while controlling the display of the option display area; the tree logic area displays a logic architecture for indicating the currently displayed text segment in the option display area; and in step S18, the option display area is controlled according to the editing instruction to display the currently selected content option or the currently entered content parameter, and simultaneously, the corresponding content in the tree logic area is updated according to the currently selected content option or the currently entered content parameter. Through the limitation, the logic architecture of the currently displayed text segment in the option display area is displayed by utilizing the tree logic area, so that the logic understanding difficulty is further reduced, and the editing operation is further facilitated.
As one of the selection schemes of the father node controls, the father node controls are respectively an event trigger control, an auxiliary condition control and an action control; a trigger sub-control is configured below the event trigger control, and at least one trigger parameter variable option is arranged in the trigger sub-control; at least one condition sub-control is configured under the auxiliary condition control, and at least one condition parameter variable option is configured in the condition sub-control; at least one action sub-control is configured under the action control, and at least one action parameter variable option is configured in the action sub-control; the logic content in the action control is responded and executed only on the premise of meeting the content options in the currently selected trigger parameter variable options and the content options in the currently selected condition parameter variable options; and acquiring content options in the parameter variable options according to the editing instruction, and calling corresponding components to generate the required game logic code. The game system is characterized in that 3 types of father nodes, namely event trigger controls, auxiliary condition controls and action controls, are arranged according to common logic of the game, and because certain events are usually triggered and certain conditions are met in response and execution of game actions in the game, the father node control types are directly arranged in the interface in a tree structure, so that editing is more suitable for actual use requirements, information redundancy is avoided, unnecessary occupation of memory space and display space is avoided, the logic is simpler and more concise, editing is easy, and the difficulty of game logic editing is reduced.
As another selection scheme of the father node control, the father node controls are an event trigger control and an action control respectively; a trigger sub-control is configured below the event trigger control, and at least one trigger parameter variable option is arranged in the trigger sub-control; at least one action sub-control is configured under the action control, and at least one action parameter variable option is configured in the action sub-control; only under the premise of meeting the content option in the currently selected trigger parameter variable option, the logic content in the action control is responded and executed; and acquiring content options in the parameter variable options according to the editing instruction, and calling corresponding components to generate the required game logic code. The 2 types of father nodes, namely the event trigger control and the action control, are arranged according to the common logic of the game, because in the game, the response and the execution of the game action generally trigger certain events (conditions can be contained in the events), the father node control type is directly arranged in the interface in a tree structure, so that the editing is more suitable for the actual use requirement, the information redundancy is avoided, the unnecessary occupation of the memory space and the display space is avoided, the logic is simpler and more concise, the editing is easy, and the difficulty of the game logic editing is reduced.
The step S103 further includes a step S19: detecting whether the editing instruction is a control deleting instruction, and if so, deleting the corresponding control; otherwise, detecting whether the editing instruction is a control adding instruction, and if so, adding a corresponding control; otherwise, executing steps S11-S18. Through the arrangement, the increase and decrease of the game logic architecture are facilitated, and more editing requirements of planning personnel can be met.
Furthermore, various child node controls of different types are configured under each father node; and after the game logic is edited, when the game logic needs to be modified, modifying the game logic and generating a new game logic code by changing corresponding content options or content parameters, or by adding required child node controls or deleting redundant child node controls, or by modifying the type of the child node controls. Through the limitation, when the game logic needs to be modified, the whole game logic does not need to be deleted, but the modification is directly carried out on the existing game architecture, the operation of game modification is greatly facilitated, and the game development period is further shortened. And various child node controls of different types are configured under each father node, so that the common logic in the game can be configured in an editing interface, the use of planners is facilitated, and the game development period is shortened.
In order to achieve another object of the present invention, the present invention further provides a visual game logic editing system capable of implementing the visual game logic editing method, the system includes a storage module, a display module, an input module, a processing module and editor software;
the storage module stores a component library, a logic code library and a plurality of instructions; the component library comprises a function component, an action component, a condition component, a data source component, a value data component, a preset value component, a variable component and an expression component;
the display module displays the editor software;
the input module inputs a corresponding editing instruction to the processing module by user operation;
the processing module receives the editing instruction and calls a corresponding component in the component library according to the editing instruction; the processing module loads and executes any one of the visual game logic editing methods according to the instruction;
the editor software provides a game logic editing interface for editing game logic for a user and is displayed by the display module; the editor software combines and connects all the components in the component library in a tree structure mode according to operation logic and binds to the game logic editing interface; the game logic editing interface is configured with a root node control, a plurality of father node controls configured under the root node control, at least one child node control configured under each father node control, and at least one child node control configured under part of the child node controls; each subnode control and each subnode control are internally provided with at least one parameter variable option; each parameter variable option comprises a plurality of different content options and is respectively bound with corresponding components in the component library;
and calling corresponding components by selecting the required child node controls and content options in the child node controls, completing game logic editing, generating game logic codes and storing the game logic codes in the logic code library.
Since the visual game logic editing system of the present invention can implement the visual game logic editing method of the present invention, the visual game logic editing system of the present invention also has the technical effects produced by the visual game logic editing method of the present invention, and thus, the details are not repeated herein.
Further, the game logic editing interface is a game logic editing interface in the visual game logic editing method.
Therefore, according to the technical scheme, the planning personnel using the visual game logic editing method and system can conveniently control the whole game logic without direct intervention of the programmer, and the programmer only needs to realize the basic components proposed by the planning personnel, namely the root node control, the father node controls, the child node controls, the sub-node controls and other components which need to be used, such as the function component, the action component, the condition component, the data source component, the value data component, the preset value component, the variable component, the expression component and the like, so that the planning personnel can directly control the game logic by editing or selecting parameters in the game logic editing interface by using the components. The method and the system realize that the relationship between the planning personnel and the programmers in the prior art is converted into the relationship between the basic component function requirements and the basic component users (planning personnel) and the component implementers (programmers) from the single relationship between the requirement proposers (namely the planning personnel) and the implementers (programmers). Therefore, by the visual game logic editing method and the visual game logic editing system, programmers only need to pay attention to how to realize and provide the usable components, so that the programmers can directly use the components to complete game logic code generation, and therefore the programmers do not need to participate in game play design level, which is a thing that should be completed by the programmers, the burden of the programmers is reduced, meanwhile, the game play design of the programmers is facilitated, the working efficiency of the programmers and the game development period are improved; and different functions are completed through repeated calling of the components, so that the reusability and the availability of the components are improved, and low-level errors such as data types and the like are prevented from occurring when a planning person edits logic because the types in the logic architecture are preset in advance.
For a better understanding and practice, the invention is described in detail below with reference to the accompanying drawings.
Drawings
FIG. 1 is a schematic view of the internal operation flow of editor software when a visual game logic editing system of the present invention modifies logic data through a game logic editing interface;
FIG. 2 is a schematic diagram of a game logic editing interface of the visual game logic editing system according to the present invention when editing a trigger;
FIG. 3 is a flow chart of a method for controlling editor software according to an editing instruction by a processing module of the visual game logic editing system according to the present invention;
FIG. 4 is a schematic interface diagram of an option display area, an option interpretation area, and a tree logic area corresponding to a child node control of an "event" node of a trigger implemented by the visual game logic editing system of the present invention;
fig. 5 is an interface schematic diagram of an option display area, an option interpretation area and a tree logic area corresponding to a content option selected by a "trigger" node control under an "action" node control when monitoring of the trigger in fig. 4 needs to be closed;
fig. 6 is an interface schematic diagram of an option display area, an option interpretation area and a tree logic area corresponding to a content option selected by an "area" node control under the "action" node control when some areas that cannot be used under the "action" node control of the trigger in fig. 4 need to be set to a shadow state;
FIG. 7 is an interface diagram of an option display area, an option interpretation area, and a tree logic area corresponding to a selected content option when a scheme of a "view" node under an "action" node control is adjusted by the visual game logic editing system of the present invention;
FIG. 8 is a schematic interface diagram of a selection display area, a selection interpretation area and a tree logic area corresponding to a selected content selection when editing dialog box types and dialog box contents by the visual game logic editing system of the present invention;
fig. 9 is an interface diagram of an option display area, an option interpretation area, and a tree logic area corresponding to a selected content option when a judgment condition for editing action execution is executed by the visual game logic editing system of the present invention.
Detailed Description
Referring to fig. 1, the present invention provides a visual game logic editing system, which includes a storage module, a display module, an input module, a processing module, and editor software. The storage module stores a component library and a logic code library; the component library comprises a function component, an action component, a condition component, a data source component, a value data component, a preset value component, a variable component and an expression component. The display module displays the editor software. The input module is operated by a user to input a corresponding editing instruction to the processing module. And the processing module receives the editing instruction and calls a corresponding component in the component library according to the editing instruction. The editor software provides a game logic editing interface for editing game logic for a user and is displayed by the display module; the editor software combines and connects all the components in the component library in a tree structure mode according to operation logic and binds to the game logic editing interface; the game logic editing interface is configured with a root node control, a plurality of father node controls configured under the root node control, at least one child node control configured under each father node control, and at least one child node control configured under part of the child node controls; each subnode control and each subnode control are internally provided with at least one parameter variable option; each parameter variable option comprises a plurality of different content options and is respectively bound with the corresponding component in the component library. And calling corresponding components by selecting the required child node controls and content options in the child node controls, completing game logic editing, generating game logic codes and storing the game logic codes in the logic code library.
The above components are explained below:
function component: the game system comprises a plurality of functions, each function is the same as the function of a programming language, has a declared argument, can obtain a return value after being run by inputting the argument, and is generally used for acquiring some data in the game in real time. Each function declaration has a type for type verification at runtime and type filtering when editor software is used. When the game is edited, the set parameters may be function objects or value data objects in the value data components, and thus, parameters of one function may be nested of a plurality of functions.
An action component: similar to a function component, but mostly without a return value, it is important to describe what operations are performed, such as a shutdown or a startup operation of a computer. The action component can have parameters or no parameters, and when the parameters exist, the parameters can be obtained from the function component, or can be obtained by calling the variable component, the preset value component and the data source component, or can be obtained by keying in self-set parameters through the input module.
Condition components: refers to a condition that an action must be performed before responding to and executing, having multiple choices, a conditional component formed using logical languages such as and, or, not, and related procedural packages. The parameters of the condition component can be acquired from the action component, the function component, the variable component, the preset value component and the data source component, and can also be acquired from the input module.
The data source component: when selecting parameters, if only values can be obtained through a function component, sometimes the operation is complicated, so that when certain type of data in the current state needs to be directly obtained, some real-time objects in the editing state are directly obtained by using data source objects in a written data source component, which is beneficial to simplifying the operation of data acquisition.
Value data component: the value data objects in the component have a type identifier that identifies their type to model the most basic strongly typed language.
The preset value assembly comprises: selectable preset values can be provided for certain data types, e.g., a selectable preset value of "TRUE" or "FALSE" for boolean types of data.
And (3) variable components: as with the program being written, variables can be used to store intermediate results during the operation of the visualization structure for multiplexing purposes, i.e., the variable components are used to store intermediate results.
An expression component: the method is used for facilitating four operations on the numbers and splicing the character strings.
Each component has a plurality of data objects, and having a plurality of data objects means that, for example, a function component includes a plurality of functions, rather than only one function; as are the other components. And each component is a component compiled by a program, and how to use the component is determined by a user, so the difference between the editor of the invention and the editor of a general development mode is as follows: under an editor of a general development mode, a planner only provides a process and a result to be realized, and needs a programmer to realize the requirement of the planner through codes; in the editor provided by the invention, a planner can directly realize game logic according to self thought by calling the components in the component library, and in the process of editing the game logic, the editor can generate corresponding logic codes without programming logic codes according to the requirements of the planner, and the programmer is required to join only when the component library lacks required codes.
In this embodiment, the input module is a keyboard and/or a mouse; the display module is a common display screen or a display screen with a touch control function; the storage module is a device capable of storing data, such as an SSD hard disk or a mechanical hard disk; the processing module is a CPU processor. In other variant embodiments, the storage module, the display module, the input module, and the processing module may be replaced by a mobile device such as a tablet computer, a mobile phone, or a notebook computer, and at this time, the editor software is an APP that can run on the mobile device; in addition, the storage module, the display module, the input module and the processing module can be replaced by a desktop computer, and at the moment, the editor software is application software capable of running on the desktop computer.
In this embodiment, the editing function of the game logic editing interface is implemented by: a series of operation logics related to game playing logics form a tree structure in a program of editor software, all operations, judgments and data are managed as nodes of the tree, and then drawing and responding to the operations through an interface; the operation and type data are packaged into operation objects, and the operation objects are bound with corresponding interfaces through an MVC (model View controller) structure so as to realize the logic of using the interface editing. The specific implementation method can be obtained by combining the technical scheme of the invention with the related technology in the prior art, and is not described in detail. To more clearly understand the editing of the logic data implemented by the game logic editing interface, please refer to fig. 1, and fig. 1 is a schematic diagram illustrating an internal operation flow of editor software when the logic data is modified by the game logic editing interface.
As a more preferable technical solution, for making the game logic editing interface simple and easy to understand, facilitating the project planning of the personnel, further reducing the editing operation and improving the editing accuracy, and further reducing the development cycle of the game playing method, please refer to fig. 2, where the game logic editing interface includes a logic architecture display area a, an option display area C, an option interpretation area D, and a tree logic area B. The root node control, the father node controls, the child node controls and the child node controls are configured in the logic framework display area A according to the corresponding logic relations and are displayed in a text mode respectively. The data in each subnode control and each subnode control are configured in the option display area C in the form of text segments containing parameter variable options, and the parameter variable options in each text segment are displayed in the form of being distinguished from other non-editable text contents. The option interpretation area D is used to display an interpretation text explaining the meaning of the word segment currently displayed in the option display area C. And the tree logic area B is used for displaying a logic architecture indicating the currently displayed text segment in the option display area C.
For clearly understanding the display modes of the root node control, the father node control, the child node control and the secondary child node control in the game logic editing interface, the content shown in fig. 2 is taken as an example for illustration, wherein the root node 'view field first expansion (condition 1)' in the logic architecture display area a is the root node control; by clicking the expansion control (the inverted triangle icon in fig. 2) of the root node, the root node control can see 3 father node controls of the father node "event", "condition" and "action" after being expanded, and in addition, other father node controls can be inserted under the root node control to meet the required game logic; by clicking the expansion control of each father node, child node controls arranged below each father node in sequence can be seen, for example, when an area 1 becomes opened in a final scene under an 'event' node; and by clicking the expansion control of the child node control with the expansion control, the secondary child node controls sequentially arranged under the child node controls can be seen to simultaneously satisfy, Then and Else. Moreover, the logic sequence among the nodes is consistent with that of the interface display, and in the editing process, the logic of the nodes is connected according to the logic sequence in the editor software, and a corresponding logic code is generated.
In addition, the above "and the parameter-variable options in the text fields are displayed in a form distinguished from other non-editable text contents" means that the text portion for indicating the parameter-variable options is bracketed, and at the same time, underlining may be added below the text portion of the parameter-variable options, as shown in an option display area C in fig. 2, and the bracketed contents "drop-down popup window", "test text", and "forest song" are all the currently selected content options in the parameter-variable options, and by clicking these parameter-variable options again, more content options can be seen, and the selected content options can be changed again. Alternatively, the text portion of the parameter-variable option is displayed in a different color from the other text portions.
Referring to fig. 3, when the editor software is already running, the control of the editor software by the processing module according to the editing instruction includes the following steps:
s11: the processing module detects whether an editing instruction is input in the logic framework display area A, if so, S13 is executed, otherwise, S12 is executed;
s12: the processing module controls a game logic editing interface of the editor software to only display a logic architecture display area A and controls the logic architecture display area A to only display a root node control;
s13: the processing module judges whether the editing instruction is a father node display instruction, if so, the game logic editing interface is controlled to only display a logic architecture display area A, the logic architecture display area A displays a root node control and each father node control, and the step S14 is executed; otherwise, return to execute S12;
s14: the processing module continues to detect whether an editing instruction is input in the logic architecture display area a, if so, the processing module determines whether the editing instruction is a child node display instruction, and if so, the processing module controls the logic architecture display area a to further display a child node control corresponding to the child node display instruction, and executes step S15; otherwise, keeping the current display interface;
s15: the processing module continuously detects whether an editing instruction is input in the logic architecture display area A, if so, the processing module judges whether the current editing instruction is a parameter selection instruction, if so, the processing module controls the option display area C to display, displays a text segment corresponding to a child node control corresponding to the current parameter selection instruction in the option display area C, controls the tree-shaped logic area B and the option interpretation area D to display, and executes the step S18; otherwise, go to step S16;
s16: the processing module judges whether the current editing instruction is a secondary child node display instruction, if so, the control logic architecture display area A also displays a secondary child node control corresponding to the secondary child node display instruction, otherwise, the step S17 is executed;
s17: the processing module judges whether the current editing instruction is a node display instruction, if so, the control logic architecture display area a further displays a child node control corresponding to the child node display instruction, and executes step S15; otherwise, keeping the current display interface;
s18: the processing module detects whether an editing instruction is input in a parameter variable option in a text field in the option display area C, if so, the processing module controls the option display area C to display a currently selected content option or a currently keyed-in content parameter according to the editing instruction, and calls a corresponding component library to generate a corresponding code; meanwhile, updating the corresponding content in the tree logic area B according to the currently selected content option or the currently keyed-in content parameter; otherwise, the current display interface is kept.
In order to realize that a planning personnel can directly use the preset options to realize logic editing, can directly key in some data parameters, and directly key in numerical values when the function return parameters are not needed, so that the editing is simpler, the program response is faster, and as a better technical scheme, the content options are the preset options and/or the content parameters keyed in by the input module.
In this embodiment, the multiple father node controls are an event trigger control, an auxiliary condition control, and an action control, respectively. And a trigger sub-control is configured below the event trigger control, and at least one trigger parameter variable option is arranged in the trigger sub-control. And at least one condition sub-control is configured under the auxiliary condition control, and at least one condition parameter variable option is configured in the condition sub-control. And at least one action sub-control is configured under the action control, and at least one action parameter variable option is configured in the action sub-control. And the logic content in the action control responds and executes only under the condition that the content options in the currently selected trigger parameter variable options and the content options in the currently selected condition parameter variable options are met. And selecting content options in the parameter variable options to call corresponding components to generate the required game logic code.
In this embodiment, the planner can also add or delete child node controls according to the required game logic, that is, when the child node controls configured under each father node are more than the required game logic, the redundant child node controls can be deleted; when fewer child node controls are configured under each parent node than there is required game logic, the required child node controls may be added.
Preferably, a plurality of child node controls of different types are configured under each parent node, as shown in fig. 2, under the "action" of the parent node control, there are a child node control whose operation object is a trigger, a child node control whose operation object is a region, a child node control whose operation object is a view, a child node control whose operation object is a dialog box, and a child node control whose operation object is a logical condition; therefore, the types of the operation objects of the child node controls are different, so that the editor provided by the invention can be configured in the game logic editing interface according to the operation objects and related actions related to the common game playing method, and a planner can select the required operation objects and the actions of the operation objects according to game requirements. In addition, the child node controls of different types may be arranged under the corresponding parent node control, or the child node controls belonging to the same large class of operation objects and their actions may be packaged in a setting control, as indicated by a1 in fig. 2, at this time, by clicking the setting control a1, a plurality of operation object options may be displayed for the planning staff to select.
In addition, after the visual game logic editing system is used for finishing game logic editing, when the game logic needs to be modified, a planning person can directly modify the game logic and generate a new game logic code by changing corresponding content options or content parameters, or adding required child node controls or deleting redundant child node controls, or modifying the type of the child node controls, so that the modification of the game logic can be finished.
The following describes, taking editing of one trigger as an example, editing operations performed by the visual game logic editing system of the present invention:
please refer to fig. 2, which is a schematic diagram of a game logic editing interface corresponding to a trigger implemented by the visual game logic editing system of the present invention. After clicking the child node control of the parent node control "event" in the logic architecture display area a, the option display area C displays the relevant text segment, and the parameter variable option in the text segment is "final scene, area 1" and "opened", as shown in fig. 4, that is, the trigger currently declares and monitors the "area state change" event in the game, and the monitored events can be divided into two types, one is an event that is pushed out by hard coding after a program in the game code performs certain operations, and the other is an event that is pushed out by a planner through the relevant event component in the visual game logic editing system of the present invention. At this time, the verification condition of the event is that the area 1 of the final scene is changed into an open state, after the verification condition passes, whether the condition in the parent node control 'condition' is met is checked, and if the condition is met, the logic node in the parent node control 'action' is executed; the planner can change the listening events of the trigger by changing the content in the parameter-variable options. With reference to fig. 2, when the logical node in the "action" can be executed only under the condition that the second area and the third area of the scene are both open, the game logic requirement that the logical node in the "action" can be executed only when both areas are in the open state can be realized by adding the and "condition node" -which "satisfies" child node control at the same time in the "condition" node control.
The game will execute the logic in the "action" node when all conditions are satisfied, and the example logic in the "action" node in fig. 2 is mainly divided into the following steps:
1) when the monitoring of the current trigger needs to be closed, that is, edited under a "trigger" node, a corresponding content parameter is selected, as shown in fig. 5, so that the monitoring of the current trigger can be closed. As a result, even if the same event push is followed and the condition is satisfied, the trigger is not triggered any more;
2) when some unusable areas need to be set to the shadow state, that is, a corresponding number of area nodes need to be added, and content options in each area node are selected according to requirements, so that the unusable areas are set to the shadow state, as shown in fig. 2 and 6;
3) when the view scheme needs to be adjusted, the view scheme is adjusted to be scheme two by selecting a corresponding view node and selecting a corresponding content option, as shown in fig. 7, at this time, the selected content option is scheme two;
4) when a common dialog box needs to be created, by selecting a "dialog box" node and selecting a content option as a "common dialog box", and the content and the speaker can input corresponding parameters according to the need, as shown in fig. 8, it can be known that the type of the dialog box is a common dialog box, and the content is "we can now march around |)! ", the speaker is" Luo run middle ".
5) When an execution condition needs to be created for an action, for example: assuming that 3000 chips are added and the pop-up prompts are performed when the player's chips are less than 1000, and 100 chips are reduced otherwise, as shown in FIG. 9, a "logical" node control is added or selected, under which the data size parameter is entered and the corresponding content option is selected.
Therefore, by the editing, the editing of one trigger can be completed, and the generation of the corresponding game logic code is realized.
Correspondingly, on the basis of the visual game logic editing system, the invention also provides a visual game logic editing method for realizing game logic editing by using the visual game logic editing system, which comprises the following steps:
s101: detecting whether an operation instruction is input, if so, executing the step S102, otherwise, not executing any operation;
s102: starting preset editor software, calling a prestored component library, and controlling the editor software to display a game logic editing interface; the component library comprises a function component, an action component, a condition component, a data source component, a value data component, a preset value component, a variable component and an expression component; the editor software is configured with all components in a component library combined and connected in a tree structure manner; the game logic editing interface is bound with all components in the component library, and is provided with a root node control, a plurality of father node controls arranged under the root node control, at least one child node control arranged under each father node control, and at least one child node control arranged under part of the child node controls; each subnode control and each subnode control are internally provided with at least one parameter variable option; each parameter variable option comprises a plurality of different content options and is respectively bound with corresponding components in the component library; the editor software and the component library are respectively the same as those in the visual game logic editing system, and detailed description is omitted here;
s103: detecting whether each node control and/or each parameter variable option in the game logic editing interface has an editing instruction input, if so, controlling the corresponding node control to expand, calling a corresponding component according to the editing instruction, generating a corresponding logic code, and storing the logic code in a logic code library to finish game logic editing; otherwise, the current game logic editing interface is kept displayed.
In this embodiment, the steps S101 to S103 are all executed by the processing module.
Referring to fig. 3, the step S103 specifically includes steps S11 to S18 executed by the processing module in the method for editing logic of a visual game, that is:
s11: detecting whether an editing instruction is input in the logic architecture display area A, if so, executing S13, otherwise, executing S12;
s12: controlling a game logic editing interface of the editor software to only display a logic architecture display area A, and controlling the logic architecture display area A to only display a root node control;
s13: judging whether the editing instruction is a father node display instruction or not, if so, controlling the game logic editing interface to only display a logic architecture display area A, displaying a root node control and each father node control in the logic architecture display area A, and executing the step S14; otherwise, return to execute S12;
s14: continuously detecting whether an editing instruction is input in the logic architecture display area A, if so, judging whether the editing instruction is a child node display instruction, if so, controlling the logic architecture display area A to further display a child node control corresponding to the child node display instruction, and executing the step S15; otherwise, keeping the current display interface;
s15: continuously detecting whether an editing instruction is input in the logic architecture display area A, if so, judging whether the current editing instruction is a parameter selection instruction, if so, controlling the option display area C to display, displaying a text segment corresponding to a child node control corresponding to the current parameter selection instruction in the option display area C, controlling the tree logic area B and the option interpretation area D to display, and executing the step S18; otherwise, go to step S16;
s16: judging whether the current editing instruction is a secondary child node display instruction, if so, controlling the logic architecture display area A to display a secondary child node control corresponding to the secondary child node display instruction, otherwise, executing the step S17;
s17: judging whether the current editing instruction is a node display instruction, if so, controlling the logic architecture display area A to display a child node control corresponding to the child node display instruction, and executing the step S15; otherwise, keeping the current display interface;
s18: detecting whether an editing instruction is input in a parameter variable option in a text field in the option display area C, if so, controlling the option display area C to display a currently selected content option or a currently keyed content parameter according to the editing instruction, calling a corresponding component library and generating a corresponding code; meanwhile, updating the corresponding content in the tree logic area B according to the currently selected content option or the currently keyed-in content parameter; otherwise, the current display interface is kept.
In the process of editing the game logic, the processing module acquires content options in the variable options of the parameters according to the editing instruction, calls corresponding components and generates the required game logic code.
In addition, when more child node controls are configured under each father node in the visual game logic editing system, the redundant child node controls can be deleted; when there are fewer child node controls configured under each parent node than the required game logic, the content of the required child node control "may be added, and step S103 of the visual game logic editing method further includes step S19: detecting whether the editing instruction is a control deleting instruction, and if so, deleting the corresponding control; otherwise, detecting whether the editing instruction is a control adding instruction, and if so, adding a corresponding control; otherwise, executing steps S11-S18.
After the game logic is edited, when the game logic needs to be modified, the game logic is modified and new game logic codes are generated by changing corresponding content options or content parameters, or by adding required child node controls or deleting redundant child node controls, or by modifying the types of the child node controls. In addition, for further understanding and details of the technical scheme of the visual game logic editing method of the present invention, the technical scheme can be obtained based on the visual game logic editing system of the present invention, and thus, the details are not described herein.
In addition, the invention also has other variant embodiments, such as:
1) deleting the option interpretation area D in the game logic editing interface, and/or deleting the tree logic area B in the game logic editing interface, and/or combining all areas in the game logic editing interface into the same area without differential division.
2) As another variant of the parent node control, the multiple parent node controls are an event trigger control and an action control, respectively. A trigger sub-control is configured below the event trigger control, and at least one trigger parameter variable option is arranged in the trigger sub-control; at least one action sub-control is configured under the action control, and at least one action parameter variable option is configured in the action sub-control; only under the premise of meeting the content option in the currently selected trigger parameter variable option, the logic content in the action control is responded and executed; and selecting content options in the parameter variable options to call corresponding components to generate the required game logic code. Here, only 2 types of father nodes, namely event trigger controls and action controls, are set, because in a game, response and execution of game actions generally trigger certain events, and the events can contain controls of condition types, so that editing can be more suitable for actual use requirements, information redundancy is avoided, unnecessary occupation of memory space and display space is avoided, logic is more concise, and editing is easy.
Compared with the prior art, the visual game logic editing method and the system of the invention combine and connect all the components in the component library in a tree structure mode according to the operation logic, namely, the tree structure is formed by the operation logic commonly used in a series of games in the program, all the operation, judgment and data are managed as the nodes of the tree, then the nodes are drawn out through the game logic editing interface and respond to the corresponding operation, a logic architecture is provided for the planning personnel, the content options of different node controls are selected according to the required logic, the content options of the same node control can be changed to realize different functions by using the same component, the game logic performance can be conveniently displayed through the interface, and the planning personnel can realize the game logic structure through the editing system, the invention reduces the dependence on programmers, prevents the occurrence of data type errors in writing logic, improves the reusability of codes by using component library management, and avoids the code from only realizing the same function of the same component repeatedly. That is, the planner who utilizes the method and system for editing visual game logic according to the present invention can conveniently control the overall progress of the game logic without the direct intervention of the programmer, and the programmer only needs to implement the basic components proposed by the planner, that is, the root node control, each father node control, each child node control, and the like, such as the function component, the action component, the condition component, the data source component, the value data component, the preset value component, the variable component, the expression component, and the like, which need to be used, so that the planner can directly control the game logic by editing or selecting parameters in the game logic editing interface by using these components. The method and the system realize that the relationship between the planning personnel and the programmers in the prior art is converted into the relationship between the basic component function requirements and the basic component users (planning personnel) and the component implementers (programmers) from the single relationship between the requirement proposers (namely the planning personnel) and the implementation executors (programmers). Therefore, by the visual game logic editing method and the visual game logic editing system, programmers only need to pay attention to how to realize and provide the usable components, so that the programmers can directly use the components to complete game logic code generation, and therefore the programmers do not need to participate in game play design level, which is a thing that should be completed by the programmers, the burden of the programmers is reduced, meanwhile, the game play design of the programmers is facilitated, the working efficiency of the programmers and the game development period are improved; and different functions are completed through repeated calling of the components, so that the reusability and the availability of the components are improved, and low-level errors such as data types and the like are prevented from occurring when a planning person edits logic because the types in the logic architecture are preset in advance.
The above-mentioned embodiments only express several embodiments of the present invention, and the description thereof is more specific and detailed, but not construed as limiting the scope of the invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the inventive concept, which falls within the scope of the present invention.

Claims (10)

1. A visual game logic editing method is characterized in that: the method comprises the following steps:
s101: detecting whether an operation instruction is input, if so, executing the step S102, otherwise, not executing any operation;
s102: starting preset editor software, calling a prestored component library, and controlling the editor software to display a game logic editing interface; the component library comprises a function component, an action component, a condition component, a data source component, a value data component, a preset value component, a variable component and an expression component; the editor software is configured with all components in a component library combined and connected in a tree structure manner; the game logic editing interface is bound with all components in the component library, and is provided with a root node control, a plurality of father node controls arranged under the root node control, at least one child node control arranged under each father node control, and at least one child node control arranged under part of the child node controls; each subnode control and each subnode control are internally provided with at least one parameter variable option; each parameter variable option comprises a plurality of different content options and is respectively bound with corresponding components in the component library;
s103: detecting whether each node control and/or each parameter variable option in the game logic editing interface has an editing instruction input, if so, controlling the corresponding node control to expand, calling a corresponding component according to the editing instruction, generating a corresponding logic code, and storing the logic code in a logic code library to finish game logic editing; otherwise, the current game logic editing interface is kept displayed.
2. The visual game logic editing method of claim 1, wherein: the game logic editing interface comprises a logic architecture display area and an option display area; the root node control, the father node controls, the child node controls and the child node controls are configured in the logic architecture display area according to the corresponding logic relations and are displayed in a text form respectively; the data in each subnode control and each subnode control are configured in the option display area in the form of text segments containing parameter variable options, and the parameter variable options in each text segment are displayed in the form of being distinguished from other non-editable text contents;
and step S103 specifically includes the following steps:
s11: detecting whether an editing instruction is input in the logic architecture display area, if so, executing S13, otherwise, executing S12;
s12: controlling the game logic editing interface of the editor software to only display a logic architecture display area, controlling the logic architecture display area to only display a root node control, and ending the step S103;
s13: judging whether the editing instruction is a father node display instruction or not, if so, controlling the game logic editing interface to only display a logic architecture display area, displaying the root node control and each father node control in the logic architecture display area, and executing the step S14; otherwise, return to execute S12;
s14: continuously detecting whether an editing instruction is input in the logic architecture display area, if so, judging whether the editing instruction is a child node display instruction, if so, controlling the logic architecture display area to further display a child node control corresponding to the child node display instruction, and executing the step S15; otherwise, keeping the current display interface;
s15: continuously detecting whether an editing instruction is input in the logic architecture display area, if so, judging whether the current editing instruction is a parameter selection instruction, if so, controlling the option display area to display, displaying the text segment corresponding to the child node control corresponding to the current parameter selection instruction in the option display area, and executing the step S18; otherwise, go to step S16;
s16: judging whether the current editing instruction is a secondary child node display instruction, if so, controlling the logic architecture display area to display a secondary child node control corresponding to the secondary child node display instruction, otherwise, executing the step S17;
s17: judging whether the current editing instruction is a child node display instruction, if so, controlling the logic architecture display area to display a child node control corresponding to the child node display instruction, and executing the step S15; otherwise, keeping the current display interface;
s18: detecting whether an editing instruction is input in a parameter variable option in a text field in an option display area, if so, controlling the option display area to display a currently selected content option or a currently input content parameter according to the editing instruction, calling a corresponding component library and generating a corresponding code; otherwise, the current display interface is kept.
3. A visual game logic editing method according to claim 2, wherein: the game logic editing interface also comprises an option interpretation area; and in step S15, controlling the display of the option display area and the display of the option interpretation area; the option interpretation area displays an interpretation text for explaining the meaning of the currently displayed word segment in the option display area.
4. A visual game logic editing method according to claim 2 or 3, wherein: the game logic editing interface also comprises a tree logic area; and in step S15, controlling the display of the tree logic area while controlling the display of the option display area; the tree logic area displays a logic architecture for indicating the currently displayed text segment in the option display area; and in step S18, the option display area is controlled according to the editing instruction to display the currently selected content option or the currently entered content parameter, and simultaneously, the corresponding content in the tree logic area is updated according to the currently selected content option or the currently entered content parameter.
5. The visual game logic editing method of claim 1, wherein: the multiple father node controls are respectively an event trigger control, an auxiliary condition control and an action control; a trigger sub-control is configured below the event trigger control, and at least one trigger parameter variable option is arranged in the trigger sub-control; at least one condition sub-control is configured under the auxiliary condition control, and at least one condition parameter variable option is configured in the condition sub-control; at least one action sub-control is configured under the action control, and at least one action parameter variable option is configured in the action sub-control; the logic content in the action control is responded and executed only on the premise of meeting the content options in the currently selected trigger parameter variable options and the content options in the currently selected condition parameter variable options; and acquiring content options in the parameter variable options according to the editing instruction, and calling corresponding components to generate the required game logic code.
6. The visual game logic editing method of claim 1, wherein: the multiple father node controls are respectively an event trigger control and an action control; a trigger sub-control is configured below the event trigger control, and at least one trigger parameter variable option is arranged in the trigger sub-control; at least one action sub-control is configured under the action control, and at least one action parameter variable option is configured in the action sub-control; only under the premise of meeting the content option in the currently selected trigger parameter variable option, the logic content in the action control is responded and executed; and acquiring content options in the parameter variable options according to the editing instruction, and calling corresponding components to generate the required game logic code.
7. The method of claim 4, wherein: the step S103 further includes a step S19: detecting whether the editing instruction is a control deleting instruction, and if so, deleting the corresponding control; otherwise, detecting whether the editing instruction is a control adding instruction, and if so, adding a corresponding control; otherwise, executing steps S11-S18.
8. The method of claim 7, wherein: various child node controls of different types are configured under each father node; and after the game logic is edited, when the game logic needs to be modified, modifying the game logic and generating a new game logic code by changing corresponding content options or content parameters, or by adding required child node controls or deleting redundant child node controls, or by modifying the type of the child node controls.
9. A visual game logic editing system, characterized by: the device comprises a storage module, a display module, an input module, a processing module and editor software;
the storage module stores a component library, a logic code library and a plurality of instructions; the component library comprises a function component, an action component, a condition component, a data source component, a value data component, a preset value component, a variable component and an expression component;
the display module displays the editor software;
the input module inputs a corresponding editing instruction to the processing module by user operation;
the processing module receives the editing instruction and calls a corresponding component in the component library according to the editing instruction; the processing module loads and executes the visual game logic editing method according to any one of claims 1 to 8;
the editor software provides a game logic editing interface for editing game logic for a user and is displayed by the display module; the editor software combines and connects all the components in the component library in a tree structure mode according to operation logic and binds to the game logic editing interface; the game logic editing interface is configured with a root node control, a plurality of father node controls configured under the root node control, at least one child node control configured under each father node control, and at least one child node control configured under part of the child node controls; each subnode control and each subnode control are internally provided with at least one parameter variable option; each parameter variable option comprises a plurality of different content options and is respectively bound with corresponding components in the component library;
and calling corresponding components by selecting the required child node controls and content options in the child node controls, completing game logic editing, generating game logic codes and storing the game logic codes in the logic code library.
10. The visual game logic editing system of claim 9, wherein: the game logic editing interface is the game logic editing interface in the visual game logic editing method of any one of claims 1 to 8.
CN201711278166.XA 2017-12-06 2017-12-06 Visual game logic editing method and system Active CN108021363B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201711278166.XA CN108021363B (en) 2017-12-06 2017-12-06 Visual game logic editing method and system

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201711278166.XA CN108021363B (en) 2017-12-06 2017-12-06 Visual game logic editing method and system

Publications (2)

Publication Number Publication Date
CN108021363A CN108021363A (en) 2018-05-11
CN108021363B true CN108021363B (en) 2021-06-15

Family

ID=62078803

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201711278166.XA Active CN108021363B (en) 2017-12-06 2017-12-06 Visual game logic editing method and system

Country Status (1)

Country Link
CN (1) CN108021363B (en)

Families Citing this family (25)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109032568A (en) * 2018-07-13 2018-12-18 孟智平 Generation method, terminal device and the storage medium of programmed logic
CN109276886B (en) * 2018-08-16 2022-09-23 深圳木狼科技有限公司 Text generation method, system and terminal equipment
CN109634596B (en) * 2018-12-11 2021-10-22 清华大学 Flow chart based visual programming tool
CN109992263B (en) * 2019-04-05 2022-09-13 腾讯科技(深圳)有限公司 Method and device for executing visual programming
CN110286894B (en) * 2019-05-09 2023-07-04 华自科技股份有限公司 Script generation method, script generation device, computer equipment and storage medium
CN112230907B (en) * 2019-07-15 2023-09-15 腾讯科技(深圳)有限公司 Program generation method, device, terminal and storage medium
CN110368692B (en) * 2019-07-19 2023-08-22 网易(杭州)网络有限公司 Image-text mixed arrangement method and device
CN110404260A (en) * 2019-07-31 2019-11-05 网易(杭州)网络有限公司 A kind of response method and device of user interface
CN110704043B (en) * 2019-09-11 2023-07-28 广州方硅信息技术有限公司 Special effect implementation method and device, electronic equipment and storage medium
CN110704153B (en) * 2019-10-10 2021-11-19 深圳前海微众银行股份有限公司 Interface logic analysis method, device and equipment and readable storage medium
CN112748912A (en) * 2019-10-30 2021-05-04 上海莉莉丝科技股份有限公司 Visualized logic execution method, system, device and medium
CN111054077B (en) * 2019-11-28 2021-12-10 腾讯科技(深圳)有限公司 Method and device for managing game playing, electronic equipment and storage medium
CN111190589A (en) * 2019-12-26 2020-05-22 深圳市优必选科技股份有限公司 Visual programming method and terminal equipment
CN111359216A (en) * 2020-02-13 2020-07-03 网易(杭州)网络有限公司 Game information processing method and device, electronic equipment and storage medium
CN111596909B (en) * 2020-04-02 2023-05-16 珠海沙盒网络科技有限公司 Method and medium for visually editing tree structure game logic
CN111506308B (en) * 2020-04-24 2024-01-05 东莞市精驰软件有限公司 Visual programming method, system and storage medium for man-machine interaction interface
CN111857697A (en) * 2020-05-29 2020-10-30 北京编程猫科技有限公司 Graphical programming implementation method and device based on cognitive AI
CN113835680A (en) * 2020-06-24 2021-12-24 腾讯科技(成都)有限公司 Application program generation method and device, electronic equipment and computer storage medium
CN112099782B (en) * 2020-09-22 2021-08-24 完美世界征奇(上海)多媒体科技有限公司 Game development method, device, equipment and storage medium
CN112685127A (en) * 2020-12-07 2021-04-20 人民网股份有限公司 Data source operation method and system based on content management system
CN112685024B (en) * 2020-12-23 2023-11-14 成都完美天智游科技有限公司 Logic structure data processing method and device and visual logic editing processing system
CN112579085A (en) * 2020-12-23 2021-03-30 成都完美天智游科技有限公司 Logical structure data processing method and device and storage medium
CN112784143B (en) * 2020-12-29 2023-12-29 金蝶软件(中国)有限公司 Data processing method, system and computer equipment based on visual computing engine
CN113407159A (en) * 2021-05-11 2021-09-17 上海星咏数码科技发展有限公司 Modularized parallel reality game development method and system
CN113599831A (en) * 2021-08-16 2021-11-05 北京字跳网络技术有限公司 Multimedia content generation method and device and computer storage medium

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105183445B (en) * 2015-07-10 2019-04-16 珠海金山网络游戏科技有限公司 A kind of Visual Design System of the game artificial intelligence based on XML
CN105653274B (en) * 2015-12-28 2019-04-05 珠海金山网络游戏科技有限公司 A kind of visualization game level edit methods and system based on trigger
CN105739983B (en) * 2016-01-29 2019-03-15 腾讯科技(深圳)有限公司 Shell script editing device and its implementation
US10048946B2 (en) * 2016-03-24 2018-08-14 Microsoft Technology Licensing, Llc Converting visual diagrams into code
CN105867995A (en) * 2016-04-29 2016-08-17 无锡天脉聚源传媒科技有限公司 Editing method and device for XML (extensible markup language) file

Also Published As

Publication number Publication date
CN108021363A (en) 2018-05-11

Similar Documents

Publication Publication Date Title
CN108021363B (en) Visual game logic editing method and system
US7904821B1 (en) Graphical user interface that is convertible at runtime
US9021440B1 (en) System and method for automated test script generation
US7171646B2 (en) Generating source code for object oriented elements with language neutral transient meta model and correlating display of names, symbols and code
US7523440B2 (en) Dynamic generation of formatted user interfaces in software environments
US8464229B2 (en) Creation of form-based software application in a graphical user interface (GUI) environment
CN105511873B (en) User interface control display method and device
EP2343641B1 (en) Applying rules to data
EP2369502A2 (en) SQL generation
JPH08512152A (en) Incremental generation system
EP2343644A1 (en) Transformation of data between hierarchical data formats
US9910641B2 (en) Generation of application behaviors
EP2341476A1 (en) Transaction regions in methods of processing data
EP2348401A1 (en) Transformation of hierarchical data formats using graphical rules
CN112494940B (en) User interface manufacturing method and device, storage medium and computer equipment
US6453450B1 (en) Timing diagram compiler and runtime environment for interactive generation of executable test programs for logic verification
EP2343653A2 (en) Generating and monitoring data items
US20060107220A1 (en) Method and system for displaying an annotated file
Aghaee et al. Live mashup tools: challenges and opportunities
KR20220125658A (en) Method and system for assisting software development using connection of graphic objects, each representing a software component
Olsen Jr et al. Research directions for user interface software tools
EP3786810A1 (en) Automatic generation of computing artifacts for data analysis
CN114879957A (en) Method for editing Eclipse interface and calling tool by using extensible markup language
JPH11102293A (en) Program automatic generating method
CN112988139A (en) Method and device for developing event processing file

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant