Growing method, device and equipment of shooting prop and medium

By automatically adjusting the in-game status information of shooting props, automatic upgrades of shooting props are achieved, solving the problem of insufficient growth momentum in existing technologies, and providing a stronger growth experience and diversified prop upgrade solutions.

CN120643923APending Publication Date: 2025-09-16TENCENT TECH (CHENGDU) CO LTD
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Patent Information

Application Number
CN202410295084.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-03-14
Publication Date
2025-09-16

AI Technical Summary

Technical Problem

The growth plan of existing shooting props only provides additive growth during in-game pickup and out-of-game assembly. The growth strength is limited and cannot meet the diverse needs of players.

Method used

An automatic growth plan is provided. By adjusting the growth progress indicator according to the status information of the shooting props in the game, it is automatically upgraded to a higher level shooting prop without the user's active operation. The prop properties, mechanism and appearance can be significantly changed.

Benefits of technology

It realizes the powerful growth of shooting props. Users can upgrade them without additional operations, which enhances the growth perception and growth strength, and is suitable for science fiction/fantasy shooting games.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a growing method, device and equipment of a shooting prop and a medium, and belongs to the field of man-machine interaction. The method comprises the following steps: displaying a growth progress indicator of a first shooting prop, wherein the growth progress indicator is used for displaying the growth progress of the first shooting prop upgraded to a higher-grade shooting prop in the office; the growth progress of the first shooting prop in the adjusted growth progress indicator is displayed based on the change of the local state information of the first shooting prop, and the local state information of the first shooting prop is used for indicating the use condition of the first shooting prop in the local; under the condition that the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is upgraded to the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of the prop attribute, the prop mechanism and the prop appearance. The invention provides an automatic growth scheme for the local shooting props, and active operation of a user is not needed.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment, and medium for growing a shooting prop. Background Art

[0002] In shooting games, virtual characters often use shooting props to engage in combat. To enhance the richness and diversity of gameplay, shooting props are often designed to grow.

[0003] Related technologies offer a growth plan based on in-game pickups. Avatars can proactively pick up accessories and equip them to their weapons, giving them small boosts in stats and performance. Related technologies also offer a growth plan based on out-of-game assembling. Players can pre-select accessories for weapons outside of the game to modify their appearance and mechanics.

[0004] However, whether picking up items in the game or assembling them outside the game, both are additive growth of the numerical values / appearance / mechanics within the framework of the shooting items themselves, and the growth of the shooting items supported by the two is limited. Summary of the Invention

[0005] This application provides a method, device, equipment, and medium for growing shooting props, and provides an automatic growth solution for shooting props in a game without the need for active user operation. The technical solution is as follows:

[0006] According to one aspect of the present application, a method for growing a shooting prop is provided, the method comprising:

[0007] Displaying a growth progress indicator of the first shooting item, wherein the growth progress indicator is used to show the growth progress of the first shooting item in upgrading to a higher-level shooting item within the game;

[0008] Based on the change in the in-game status information of the first shooting item, displaying the adjusted growth progress of the first shooting item in the growth progress indicator, wherein the in-game status information of the first shooting item is used to indicate the usage of the first shooting item in the game;

[0009] When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is upgraded to the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

[0010] According to another aspect of the present application, a growth device for a shooting prop is provided, the device comprising:

[0011] A display module, configured to display a growth progress indicator of the first shooting item, wherein the growth progress indicator is configured to display the growth progress of the first shooting item in upgrading to a higher-level shooting item within the game;

[0012] an adjustment module configured to display the adjusted growth progress of the first shooting item in the growth progress indicator based on a change in in-game status information of the first shooting item, wherein the in-game status information of the first shooting item is used to indicate a usage status of the first shooting item in a game;

[0013] An upgrade module is used to upgrade the first shooting prop to the second shooting prop when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

[0014] According to one aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the above-mentioned shooting prop growth method.

[0015] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned growth method of the shooting prop.

[0016] According to another aspect of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the shooting prop growth method provided in the above aspect.

[0017] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0018] This application provides a growth solution for shooting props. The related art's in-game pickup and out-of-game assembly solutions only provide additive growth within the fixed framework of shooting props, limiting the growth potential of shooting props supported by these technologies. This application, however, supports growth through upgrading shooting props. This upgrade method allows for different shooting props before and after the upgrade, resulting in a greater growth potential for shooting props. At least one of the following: prop attributes, prop mechanics, and prop appearance can be significantly modified before and after the upgrade, providing greater design flexibility.

[0019] This application will use the in-game status information of the first shooting prop to display the adjusted growth progress of the first shooting prop, without the need for active user operation. Related technologies rely on the user's active pickup in the game and the operation of equipping accessories outside the game. In this application, the user will play normally and there is no need to perform additional operations to upgrade the shooting prop during the game. The user's normal game operation will increase the growth progress of the first shooting prop. When the growth progress of the first shooting prop meets the growth progress required by the second shooting prop, it will be upgraded to the second shooting prop. That is, this application provides a solution for the automatic growth of shooting props.

[0020] It's also worth noting that this application displays a growth progress indicator on the game screen. This indicator will remind the user of the current growth progress of the first shooting prop, enhancing the user's perception of growth progress. This application will adjust the growth progress based on the first shooting prop's in-game status information. This design is highly scalable, and the in-game status information can be set to various status information, which can be converted into growth progress, thereby affecting the upgrade of the first shooting prop. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0022] Figure 1 A schematic diagram showing a growth process of a shooting prop provided by an exemplary embodiment is shown;

[0023] Figure 2 A schematic diagram of a computer system provided by an exemplary embodiment is shown;

[0024] Figure 3 A flowchart of a method for growing a shooting prop provided by an exemplary embodiment is shown;

[0025] Figure 4 A schematic diagram of a backpack interface of a master object provided by an exemplary embodiment is shown;

[0026] Figure 5 A schematic diagram of a game screen provided by an exemplary embodiment is shown;

[0027] Figure 6 A schematic diagram of another game screen provided by an exemplary embodiment is shown;

[0028] Figure 7 A schematic diagram of another game screen provided by an exemplary embodiment is shown;

[0029] Figure 8 A flowchart showing a method for adjusting the growth progress of a first shooting prop provided by an exemplary embodiment is shown;

[0030] Figure 9 A flowchart showing a method for adjusting the growth progress of a first shooting prop provided by another exemplary embodiment is shown;

[0031] Figure 10 A flowchart showing a method for adjusting the growth progress of a first shooting prop provided by another exemplary embodiment is shown;

[0032] Figure 11 A schematic diagram of a backpack interface of a master object provided by another exemplary embodiment is shown;

[0033] Figure 12 A flowchart showing a method for adjusting the growth progress of a first shooting prop provided by another exemplary embodiment is shown;

[0034] Figure 13 A schematic diagram of another game screen provided by an exemplary embodiment is shown;

[0035] Figure 14 A flowchart showing a method for adjusting the growth progress of a first shooting prop provided by another exemplary embodiment is shown;

[0036] Figure 15 A schematic diagram illustrating a process of configuring a shooting prop with an automatic upgrade function provided by an exemplary embodiment is shown;

[0037] Figure 16 A structural block diagram of a growing device for a shooting prop provided by an exemplary embodiment is shown;

[0038] Figure 17 A structural block diagram of a computer device provided by an exemplary embodiment is shown. DETAILED DESCRIPTION

[0039] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.

[0040] It should be understood that the term "several" in this document refers to one or more, and "multiple" refers to two or more. "And / or" describes the relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exists simultaneously, or B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.

[0041] First, a brief introduction to the terms involved in the embodiments of this application is given:

[0042] Virtual environment: This is the virtual environment displayed when the client is running on the terminal. This virtual environment can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment.

[0043] Optionally, the virtual environment can provide a battle environment for virtual characters. For example, in a battle royale game, at least one virtual character engages in a single battle in the virtual environment. The virtual character survives in the virtual environment by avoiding attacks launched by enemy units and dangers in the virtual environment (e.g., poison gas circles, swamps, etc.). When the virtual character's health in the virtual environment reaches zero, the virtual character's life in the virtual environment ends, and the last surviving virtual character is the winner.

[0044] Avatars: Refers to movable objects within a virtual environment. These movable objects can be virtual people, virtual animals, or animated characters, such as people or animals displayed within a 3D virtual environment. Alternatively, avatars are 3D models created using animation skeletal technology. Each avatar has its own unique shape and volume within the 3D virtual environment, occupying a portion of the space within the 3D virtual environment.

[0045] Figure 1 A schematic diagram showing the growth process of a shooting prop provided by an exemplary embodiment of the present application is shown.

[0046] Figure 1 Part (A) shows a game screen displayed on the terminal during the shooting game. Figure 1 In the game screen shown in part (A), the main control object 101 holds the first shooting prop 102. The game screen also displays a growth progress indicator 103 of the first shooting prop 102. The growth progress indicator 103 is used to show the growth progress 104 of the first shooting prop 102 being upgraded to the second shooting prop within the game. Figure 1 In part (A), the first shooting prop 102 is represented as a "throwing knife". Figure 1 Part (A) further shows a level icon 105 of the first shooting item. The number in the level icon 105 is 1, indicating that the level of the first shooting item is 1.

[0047] Based on the change in the in-game status information of the first shooting item 102, the adjusted growth progress 104 of the first shooting item is displayed in the growth progress indicator 103. In response to the player's operation of using the first shooting item 102, the in-game status information of the first shooting item 102 is changed. The in-game status information is used to indicate the usage of the first shooting item 102 in the game, such as the length of time the first shooting item is held by the master object 101, the distance moved, the damage caused, the number of characters defeated, the number of characters participated in defeating, the length of time the first shooting item is not held by the master object, the number of times it hits penalty objects, etc.

[0048] In one embodiment, based on the improvement of the first in-game status of the first shooting item 102, the increased growth progress 104 of the first shooting item is displayed in the growth progress indicator 103. The first in-game status of the first shooting item 102 is used to indicate the positive use of the first shooting item 102 in the game.

[0049] Positive use refers to usage that has a positive effect on winning the game, considering only the first shooting item 102. For example, the status in the first game includes: the number of enemy virtual characters defeated by the first shooting item 102, the number of enemy virtual characters defeated by the first shooting item 102, the damage caused by the first shooting item 102, the length of time the first shooting item 102 is held by the control object 101, and the distance the first shooting item 102 moves while held by the control object 101.

[0050] In one embodiment, based on the improvement of the second in-game status of the first shooting prop 102, the growth progress 104 of the first shooting prop is displayed in the reduced growth progress indicator 103, and the second in-game status is used to indicate the negative usage of the first shooting prop 102 in the game.

[0051] Negative use refers to usage that only considers the first shooting item 102 and has no positive effect on winning the game. For example, the second round status includes: the length of time the first shooting item 102 has not been held in the round, and the number of times the first shooting item 102 hits a penalty target in the round. Penalty targets can include teammate avatars, pre-set obstacles, virtual balloons, etc. Penalty targets can be fixed targets designed by the game developer or randomly determined before the game begins.

[0052] This application will use the in-game status information of the first shooting prop to display the adjusted growth progress of the first shooting prop, without the need for active user operation. Related technologies rely on the user's active pickup in the game and the operation of equipping accessories outside the game. In this application, the user will play normally and there is no need to perform additional operations to upgrade the shooting prop during the game. The user's normal game operation will increase the growth progress of the first shooting prop. When the growth progress of the first shooting prop meets the growth progress required by the second shooting prop, it will be upgraded to the second shooting prop. That is, this application provides a solution for the automatic growth of shooting props.

[0053] Compared with related technologies, the shooting props provided in this application will grow automatically, the growth performance of the shooting props will be stronger, and the sense of growth will be more sufficient. The growth plan of this application is more suitable for science fiction / fantasy shooting games.

[0054] Figure 1 Part (B) shows a schematic diagram of the process of upgrading the first shooting prop 102 to the second shooting prop. At this time, the growth progress 104 of the first shooting prop has reached the growth progress required by the second shooting prop (the growth progress 104 of the first shooting prop in the growth progress indicator 103 has reached 100%). Figure 1 Part (B) shows the upgrade animation of the first shooting prop 102 being upgraded to the second shooting prop. In one embodiment, the first shooting prop 102 is upgraded to the second shooting prop when the growth progress 104 of the first shooting prop has reached the growth progress required by the second shooting prop and the master object 101 is not in a combat scene.

[0055] In one embodiment, during the playback of the item upgrade animation, in response to receiving an operation for a first shooting item, the item upgrade animation is stopped (the upgrade is stopped). The operation for the first shooting item includes at least one of a firing operation, a magazine change operation, a shooting item switching operation, and an accessory equipping operation.

[0056] Figure 1 Part (C) shows the second shooting prop 106 obtained after the upgrade, and the second shooting prop 106 is superior to the first shooting prop 102 in at least one of prop attributes, prop mechanism and prop appearance.

[0057] Figure 1 In part (C), the second shooting prop 106 is represented as “three throwing knives.” At this point, the holding posture, special effects, and attribute values ​​of the second shooting prop 106 are all different from those of the first shooting prop 102 .

[0058] Figure 1 Part (C) further shows a level icon 107 of the second shooting item. The number in the level icon 107 is 2, indicating that the level of the second shooting item is 2.

[0059] Figure 2 A block diagram of a computer system according to an exemplary embodiment of the present application is provided. The computer system 200 includes: a first terminal 210 , a server 220 , and a second terminal 230 .

[0060] A first terminal 210 has a client 211 installed and running that supports a virtual environment. This client 211 may be a shooting game program. When the first terminal 210 runs the client 211, the user interface of the client 211 is displayed on the screen of the first terminal 210. This client may be a shooting game client. The first terminal 210 is used by a first user 212. The first user 212 uses the first terminal 110 to control a first virtual character to perform actions such as running, jumping, and shooting in the virtual environment. When the first terminal 210 runs the client 211, the user interface of the client 211 is displayed on the screen of the first terminal 210. The client 211 can be any one of an MMOG (Massive multiplayer online game), a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a third-person shooter game (TPS), a multiplayer online battle arena game (MOBA), and a simulation game (SLG).

[0061] Second terminal 230 has a client 231 installed and running that supports a virtual environment. This client 231 could be a shooting game program. When second terminal 230 runs client 231, the user interface of client 231 is displayed on the screen of second terminal 230. This client could be a shooting game client. Second terminal 230 is used by a second user 232. Second user 232 uses second terminal 230 to control a second virtual character to perform actions such as running, jumping, and shooting in the virtual environment. When second terminal 230 runs client 231, the user interface of client 231 is displayed on the screen of second terminal 230. The client 231 can be any one of MMOG, battle royale shooting game, virtual reality (VR) application, augmented reality (AR) program, three-dimensional map program, virtual reality game, augmented reality game, first-person shooter game (FPS), third-person shooter game (TPS), multiplayer online tactical competitive game (MOBA), and strategy game (SLG).

[0062] Optionally, the client installed on the first terminal 210 and the second terminal 230 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 210 can generally refer to one of multiple terminals, and the second terminal 230 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 210 and the second terminal 230 as an example. The first terminal 210 and the second terminal 230 are the same or different device types, and the device type includes at least one of: a smartphone, a wearable device, a smart TV, an in-vehicle terminal, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiment is described by way of example using a smartphone as the terminal.

[0063] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.

[0064] Figure 1Only two terminals are shown, but in different embodiments, multiple other terminals 240 can access the server 220. Optionally, one or more terminals 240 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 240. The developer can edit and update the client on the terminal 240 and transmit the updated client installation package to the server 220 via a wired or wireless network. The first terminal 210 and the second terminal 230 can download the client installation package from the server 220 to update the client.

[0065] The first terminal 210 , the second terminal 230 , and the other terminals 240 are connected to the server 220 via a wireless network or a wired network.

[0066] Server 220 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 220 provides backend services for clients supporting a 3D virtual environment. Optionally, server 220 performs primary computing tasks, while the client performs secondary computing tasks; alternatively, server 220 performs secondary computing tasks, while the client performs primary computing tasks; alternatively, server 220 and the client utilize a distributed computing architecture for collaborative computing.

[0067] In an illustrative example, server 220 includes a processor 222, a user account database 223, a battle service module 224, and a user-facing input / output interface (I / O interface) 225. Processor 222 is used to load instructions stored in server 220 and process data in user account database 223 and battle service module 224. User account database 223 is used to store user account data used by first terminal 210, second terminal 230, and other terminals 240, such as user account avatars, user account nicknames, user account combat power indexes, and service areas where user accounts are located. Battle service module 224 is used to provide multiple battle rooms for users to engage in battles. User-facing I / O interface 225 is used to establish communication and exchange data with first terminal 210 and / or second terminal 230 via a wireless network or a wired network.

[0068] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, storage, display, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the in-game status information of the first shooting prop involved in this application was obtained with full authorization.

[0069] Moreover, when it comes to relevant information, the relevant information processors will follow the principles of legality, legitimacy and necessity, clarify the purpose, method and scope of relevant information processing, obtain the consent of the relevant information subjects, and take necessary technical and organizational measures to ensure the security of relevant information.

[0070] Figure 3 A flowchart of a method for growing a shooting prop provided by an exemplary embodiment of the present application is shown. Taking the method executed by a terminal as an example, the method includes:

[0071] Step 320: Displaying a growth progress indicator of the first shooting item, wherein the growth progress indicator is used to show the growth progress of the first shooting item in upgrading to a higher-level shooting item within the game;

[0072] A growth progress indicator for a first shooting item is displayed on a shooting game screen. In one embodiment, a virtual environment of the game is displayed, in which a control object holds the first shooting item, and a growth progress indicator is displayed on the virtual environment screen. Optionally, the growth progress indicator is located in the lower right corner of the virtual environment screen, above the shooting controls.

[0073] In one embodiment, a backpack screen of the master subject is displayed, and at least a first shooting item is contained in the master subject's backpack. A growth progress indicator is displayed in the item bar of the first shooting item. Optionally, if the master subject has multiple shooting items, a separate growth progress indicator is displayed in the item bar of each shooting item in the master subject's backpack.

[0074] A shooting prop is an offensive prop with a firing function in a shooting game. When a projectile launched by a shooting prop hits an enemy avatar, it will cause damage to the enemy avatar. In this application, a first shooting prop is a shooting prop with an upgrade function. A first shooting prop is a shooting prop with a first level. This application provides a growth plan for a shooting prop, and a first shooting prop is a shooting prop before it grows.

[0075] The progress indicator displays the progress of the first shooting item as it upgrades to a higher-level item within a round. Optionally, the progress indicator can be displayed using a bar chart, pie chart, donut chart, numerical chart (which directly displays the progress value), or battery chart (which displays the battery level increasing in increments).

[0076] In one embodiment, a growth progress indicator is used to display the growth progress of a first shooting item from being upgraded to a second shooting item within a round. The first shooting item has a first level, and the second shooting item has a second level, where the first level is lower than the second level. Illustratively, when the growth progress indicator indicates a full growth level, it indicates that the required growth progress for the second shooting item has been achieved.

[0077] In one embodiment, a growth progress indicator is used to display the growth progress of a first shooting item as it is upgraded to multiple higher-level shooting items within a game. The growth progress indicator contains multiple progress nodes. When the growth progress reaches a progress node, the first shooting item is upgraded to the shooting item corresponding to that progress node. For example, when the growth progress indicator reaches 30%, it indicates that the required growth progress for the second shooting item has been achieved.

[0078] Figure 4 The backpack interface of the main control object is shown. Figure 4 The figure shows the shooting props 401 currently equipped by the master object. The master object is currently equipped with two shooting props. Figure 4 Two other shooting props supporting the upgrade function and their respective replacement controls 402 are also shown. In response to one of the replacement controls 402 receiving a trigger operation, the selected equipped shooting prop 401 is replaced with the corresponding shooting prop supporting the upgrade function.

[0079] Figure 5 The figure shows a game screen displayed on a terminal during a shooting game. Figure 5 In the game screen shown, the main control object 501 holds the first shooting prop 502. The game screen also displays a growth progress indicator 503 of the first shooting prop 502. The growth progress indicator 503 is used to show the growth progress 504 of the first shooting prop 102 being upgraded to the second shooting prop within the game. Figure 5 In the example, the first shooting prop 502 is represented as a "throwing knife". Figure 5 A level icon 505 of the first shooting prop is also shown. The number in the level icon 505 is 1, indicating that the level of the first shooting prop is 1.

[0080] Step 340: Based on the change in the in-game status information of the first shooting item, the adjusted growth progress of the first shooting item is displayed in the growth progress indicator. The in-game status information of the first shooting item is used to indicate the usage of the first shooting item in the game.

[0081] In-game status information is used to indicate how the shooting props are used in the game, such as the length of time they are held by the main controlled object, the distance they move, the damage they cause, the number of characters they defeat, the number of characters they participate in defeating, the length of time they are not held by the main controlled object, the number of times they hit the penalty objects, etc.

[0082] In one embodiment, the in-game status information is pre-configured for each shooting prop. Different shooting props may be configured with different in-game status information. For example, for shooting prop A, the configured in-game status information includes the duration held by the controlled object and the distance moved, while for shooting prop B, the configured in-game status information includes the damage caused and the number of characters defeated.

[0083] In one embodiment, the in-game status information of the first shooting prop includes its own in-game status information and other in-game status information. The own in-game status information is used to indicate the usage of the shooting prop itself in the game, such as the length of time the first shooting prop was held, the distance moved, the number of characters defeated, etc.

[0084] Other in-game status information is used to indicate how the first shooting item is used in a game due to the influence of other shooting items. For example, the master object's possession of other shooting items affects the length of time the first shooting item is not in the master object's possession in a game.

[0085] In one embodiment, the in-game status information includes a first in-game status and a second in-game status. The first in-game status indicates whether the first shooting item is used positively within the game, and the second in-game status indicates whether the first shooting item is used negatively within the game. Positive use refers to the use of the first shooting item in a manner that has a positive effect on winning the game. Negative use refers to the use of the first shooting item in a manner that has no positive effect on winning the game.

[0086] In this embodiment, a solution for upgrading shooting props during a round is provided. In response to the user's control operation on the main control object, the in-round status information of the first shooting prop is indirectly changed. The user only needs to focus on controlling the main control object to play the game, without having to be distracted by upgrading the first shooting prop during the round.

[0087] This application will use the in-game status information of the first shooting prop to display the growth progress of the adjusted first shooting prop without the need for active user operation. Related technologies rely on the user's active pickup in the game and the operation of equipment accessories outside the game. In this application, the user will play the game normally, and there is no need to perform additional operations to upgrade the shooting props during the game. The user's normal game operation will display the growth progress of the increased first shooting prop. When the growth progress of the first shooting prop meets the growth progress required by the second shooting prop, it will be upgraded to the second shooting prop. That is, this application provides a solution for the automatic growth of shooting props.

[0088] Compared with related technologies, the shooting props provided in this application will grow automatically, the growth performance of the shooting props will be stronger, and the sense of growth will be more sufficient. The growth plan of this application is more suitable for science fiction / fantasy shooting games.

[0089] Step 360: When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is upgraded to the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

[0090] The second shooting prop refers to a shooting prop with a second level. This application provides a growth plan for shooting props. The second shooting prop is the grown shooting prop. The first shooting prop has a first level, and the second level is higher than the first level.

[0091] In one embodiment, after confirming the start of the upgrade, the terminal plays the prop upgrade animation. During this time, the server reclaims the first shooting prop held by the master object and issues a new shooting prop, namely the second shooting prop. Because the two shooting props before and after the upgrade are different, there is no inheritance relationship in terms of prop properties, prop mechanics, and prop appearance. Therefore, this application has a lot of room for development in the growth performance of shooting props.

[0092] In the embodiment of the present application, the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

[0093] For example, the attack damage of the first shooting item is 15, and the attack damage of the second shooting item is 50, that is, the second shooting item is superior to the first shooting item in item properties (damage value).

[0094] For example, the projectile launched by the first projectile flies in a straight line and stops when it collides with an object. The projectile launched by the second projectile flies in a straight line, bounces off the first object, and stops when it collides with the second object. In other words, the second projectile is superior to the first projectile in terms of its prop mechanics.

[0095] For example, the first shooting prop is represented as "a throwing knife," while the second shooting prop is represented as "three throwing knives," and the "three throwing knives" are more ornate than the "one throwing knife." The virtual hand of the controlling subject holds "a throwing knife," and the virtual hand of the controlling subject manipulates "three throwing knives," which themselves are rotating. In other words, the second shooting prop is superior to the first in terms of appearance.

[0096] Combined with reference Figure 6 , Figure 6The growth progress indicator 601 shows that the growth progress 602 of the first shooting prop has reached the growth progress required by the second shooting prop. At this time, the growth progress of the first shooting prop has reached 100%. Figure 6 The process of upgrading the first shooting prop to the second shooting prop is shown.

[0097] In one embodiment, when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is cancelled from the game screen, and the prop upgrade animation is played. When the prop upgrade animation is finished, the second shooting prop is displayed. Figure 6 The prop upgrade animation playing at this time is shown.

[0098] In one embodiment, when an item upgrade animation is playing, the animation is stopped in response to receiving an operation on a first shooting item. The operation on the first shooting item includes at least one of firing, changing magazines, switching shooting items, and equipping accessories. If the first shooting item upgrade is interrupted during the upgrade process, the upgrade is paused and the first shooting item is redisplayed, ensuring that the upgrade of the first shooting item does not affect the normal combat of the main control object.

[0099] In one embodiment, when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, and the main control object is not in a combat scene, the first shooting prop is upgraded to the second shooting prop. The main control object is the virtual character using the first shooting prop. When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, it will enter the upgrade preparation state. When the main control object is out of combat, the animation special effects will be automatically played to automatically complete the upgrade of the shooting prop. In this application, the design of automatic upgrade is more convenient than manual upgrade by the player, but it is relatively uncontrollable. The player cannot control the time of upgrade. Therefore, the design of this application is only upgraded when the main control object is out of combat.

[0100] Figure 7 The second shooting prop 701 obtained after the upgrade is shown. The second shooting prop 701 is represented by "three throwing knives". Figure 7 A level icon 702 is also shown. The number 2 in the level icon 702 indicates that the level of the second shooting item 701 is 2.

[0101] based on Figure 3 In the illustrated alternative embodiment, step 340 may be replaced by Figure 8 Step 820 is shown. Figure 8 A flow chart of a method for adjusting growth progress provided by an exemplary embodiment of the present application is shown, with the method being executed by a terminal as an example for illustration.

[0102] Step 820: Based on the improvement of the first in-game status of the first shooting prop, the growth progress of the first shooting prop after increase is displayed in the growth progress indicator. The first in-game status of the first shooting prop is used to indicate the positive use of the first shooting prop in the game.

[0103] Positive use refers to using the first shooting item in a way that has a positive effect on winning the game. This is done by improving the first shooting item's status in the first game to increase its growth progress, including the following methods:

[0104] First, in response to the control operation, the main control object is controlled to use the first shooting prop to defeat the enemy virtual character; based on the increase in the number of characters defeated by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0105] The master object can be the master virtual character in the game or the master account logged in by the user.

[0106] In response to a user's control operation on the control object, the control object is controlled to use the first shooting item to defeat an enemy avatar. The "defeating an enemy avatar" is converted into growth points according to a first conversion ratio. These growth points are added to the growth points already earned by the first shooting item to obtain the total points of the first shooting item, and the growth progress of the first shooting item is increased to the growth progress corresponding to the total points. The first conversion ratio is a preset ratio between the number of defeats and the growth points. For example, defeating one enemy avatar awards 10 points.

[0107] Alternatively, there is another method of increasing the progress, in which the growth progress of the first shooting item is displayed in the growth progress indicator according to the type of enemy avatar defeated by the first shooting item. For example, if a boss avatar is defeated, a larger growth progress is added.

[0108] Alternatively, another method of increasing progress is to display the increased growth progress of the first shooting item in the growth progress indicator based on the difficulty of defeating the enemy avatar defeated by the first shooting item. For example, if the first shooting item defeats the avatar with the best performance in the current game, a larger growth progress will be added.

[0109] Second, in response to the control operation, the main control object is controlled to use the first shooting prop to participate in defeating the enemy virtual character; based on the increase in the number of characters defeated by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0110] The master object can be the master virtual character in the game or the master account logged in by the user.

[0111] In response to a user's control operation on the controlled object, the controlled object is controlled to use the first shooting item to participate in defeating a virtual enemy character. This "participation in defeating a virtual enemy character" is converted into growth points according to a second conversion ratio. These growth points are added to the growth points already earned by the first shooting item to obtain the total points of the first shooting item, and the growth progress of the first shooting item is increased to the growth progress corresponding to the total points. The second conversion ratio is a preset ratio between the number of participating defeats and the growth points. For example, participating in defeating a virtual enemy character awards 5 points.

[0112] Participating in defeat means that during the process of defeating the enemy virtual character, the first shooting prop causes damage to the enemy virtual character.

[0113] Third, in response to the control operation, the main control object is controlled to use the first shooting prop to perform a shooting action; based on the increase in the amount of ammunition consumed by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0114] The master object can be the master virtual character in the game or the master account logged in by the user.

[0115] In response to the user's control operation on the master object, the master object is controlled to execute a shooting action using the first shooting item, converting the "amount of ammunition consumed" into growth points according to a third conversion ratio. These growth points are added to the growth points already earned by the first shooting item to obtain the total points of the first shooting item, and the growth progress of the first shooting item is increased to the growth progress corresponding to the total points. The third conversion ratio is a preset ratio between the amount of ammunition consumed and the growth points. For example, consuming one round of ammunition awards 0.2 points.

[0116] Optionally, the method of obtaining the growth progress of the first shooting prop by consuming the amount of ammunition has an upper limit, for example, a score threshold of 5 is preset, and a maximum of 5 growth points can be added through this method.

[0117] Fourth, in response to the control operation, the main control object is controlled to use the first shooting prop to hit the enemy virtual character; based on the increase in damage caused by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0118] The master object can be the master virtual character in the game or the master account logged in by the user.

[0119] In response to the user's control operation on the master object, the master object is controlled to use the first shooting item to hit the enemy virtual character, convert the "damage caused" into growth points according to the fourth conversion ratio, and add the growth points to the growth points already earned by the first shooting item to obtain the total points of the first shooting item. The growth progress of the first shooting item is increased to the growth progress corresponding to the total points. The fourth conversion ratio is a preset ratio between damage caused and growth points. For example, if 50 points of damage are caused, 5 points will be awarded.

[0120] Fifth, based on the increase in the length of time the first shooting item is held by the main controlled object in the game, the growth progress of the first shooting item is displayed in the growth progress indicator.

[0121] The master object can be the master virtual character in the game or the master account logged in by the user.

[0122] In response to the user's control operation on the master object, the master object is controlled to hold the first shooting prop, and the "holding time" is converted into growth points according to the fifth conversion ratio. These growth points are added to the growth points already earned by the first shooting prop to obtain the total points of the first shooting prop, and the growth progress of the first shooting prop is increased to the growth progress corresponding to the total points. The fifth conversion ratio is a preset ratio between holding time and growth points. For example, holding for 30 seconds will award 5 points.

[0123] Sixth, in response to the control operation, the main control object is controlled to move with the first shooting prop; based on the increase in the moving distance of the first shooting prop in the game, the growth progress of the first shooting prop after the increase is displayed in the growth progress indicator.

[0124] The master object can be the master virtual character in the game or the master account logged in by the user.

[0125] In response to the user's control operation on the master object, the master object is controlled to move the first shooting item, converting the "movement distance" into growth points according to the sixth conversion ratio. These growth points are added to the growth points already earned by the first shooting item to obtain the total points of the first shooting item, and the growth progress of the first shooting item is increased to the growth progress corresponding to the total points. The sixth conversion ratio is a preset ratio between movement distance and growth points. For example, moving 100 meters will award 5 points.

[0126] In summary, the above embodiment provides multiple first-round states for the first shooting prop, each of which represents the first shooting prop being used in a positive manner. By utilizing the first-round state of the first shooting prop, the growth progress of the first shooting prop can be increased without requiring active user interaction. This application provides a solution for automatically growing the shooting prop.

[0127] based on Figure 3 In the illustrated alternative embodiment, step 340 may be replaced by Figure 9 Step 920 is shown. Figure 9 A flow chart of a method for adjusting growth progress provided by an exemplary embodiment of the present application is shown, with the method being executed by a terminal as an example for illustration.

[0128] Step 920: Based on the improvement of the second in-game status of the first shooting prop, the reduced growth progress of the first shooting prop is displayed in the growth progress indicator. The second in-game status is used to indicate the negative usage of the first shooting prop in the game.

[0129] Negative use refers to usage of the first shooting item that has no positive effect on winning the game. Specifically, negative use includes usage of the first shooting item that has a negative effect on winning the game; and negative use includes usage of the first shooting item that has no effect on winning the game.

[0130] By improving the second round status of the first shooting prop, the growth progress of the first shooting prop can be reduced, including the following methods:

[0131] First, in response to the control operation, the main control object is controlled to hold other shooting props; based on the increase in the length of time that the first shooting prop is not held in the game, the growth progress of the first shooting prop after the reduction in the growth progress indicator is displayed.

[0132] The master object can be the master virtual character in the game or the master account logged in by the user.

[0133] In response to the user's control operation on the master object, the master object is controlled to hold another shooting prop. The "time the first shooting prop was not held" is converted into growth points according to the seventh conversion ratio. These growth points are deducted from the growth points already earned by the first shooting prop to obtain the total points of the first shooting prop, and the growth progress of the first shooting prop is reduced to the growth progress corresponding to the total points. The seventh conversion ratio is a preset ratio between the time the prop was not held and the growth points. For example, if it was not held for 60 seconds, 5 points will be deducted.

[0134] Second, in response to the control operation, the main control object is controlled to use the first shooting prop to hit the penalty object; based on the increase in the number of times the first shooting prop hits the penalty object in the game, the growth progress of the first shooting prop after the reduction in the growth progress indicator is displayed.

[0135] The master object can be the master virtual character in the game or the master account logged in by the user.

[0136] In response to a user's control operation on the master object, the master object is controlled to use the first shooting item to hit the penalty object. The number of hits on the penalty object is converted into growth points according to the eighth conversion ratio. These growth points are deducted from the growth points already earned by the first shooting item to obtain the total points of the first shooting item, and the growth progress of the first shooting item is reduced to the growth progress corresponding to the total points. The eighth conversion ratio is a preset ratio between the number of hits on the penalty object and the growth points. For example, 5 points are deducted for each hit on the penalty object.

[0137] The penalty target can be a fixed target pre-set by the game developer (for example, a fixed teammate's virtual character is the penalty target), or it can be an object customized by the player before the game starts. For example, the game mode selected by the player is "Beware of Balloon Mode". In this mode, each shot hitting a balloon in the game will deduct a certain amount of growth points.

[0138] The penalty object can also be a random object. For example, before each game starts, one of the "teammate virtual characters, non-player characters NPC, and designated items" is randomly selected as the penalty object for the current game.

[0139] In summary, the above embodiment provides multiple second in-game states for a first shooting item. These multiple second in-game states all represent instances where the first shooting item is being used in a negative manner. By utilizing the second in-game state of the first shooting item, the growth progress of the first shooting item can be reduced without requiring active user interaction. This application provides a solution for automatically growing shooting items.

[0140] based on Figure 3 In the optional embodiment shown, step 360 also includes Figure 10 Step 1001 is illustrated as an example of the method being executed by a terminal. The method includes:

[0141] Step 1001, in response to receiving an operation to transfer the growth progress of the third shooting prop to the first shooting prop, displaying the growth progress of the first shooting prop in the adjusted growth progress indicator; wherein the third shooting prop has the same level as the first shooting prop.

[0142] Combined with reference Figure 11 , Figure 11 The backpack interface of the master object is shown. The master object has a first shooting item 1001 and a third shooting item 1002. The first shooting item's item bar displays its growth progress 1003, while the third shooting item's item bar displays its growth progress 1004. The first shooting item's item bar also displays a conversion control 1005, while the third shooting item's item bar also displays a conversion control 1006.

[0143] In response to the conversion control 1006 receiving a click operation, the growth progress 1004 of the third shooting prop is cleared, the growth progress 1004 of the third shooting prop is converted to the first shooting prop 1001, and the growth progress 1003 of the first shooting prop is increased.

[0144] In one possible operation, in response to a drag operation on the growth progress indicator of a first shooting item, the growth progress of the first shooting item is increased, while the growth progress of the third shooting item is decreased, with the magnitude of the changes being the same, and the first and third shooting items being of the same level. For example, if the growth progress indicator of the first shooting item is dragged from left to right, the growth progress of the first shooting item is increased, while the growth progress of the third shooting item is decreased.

[0145] The growth progress indicator of the first shooting prop receives a drag operation from right to left, which reduces the growth progress of the first shooting prop (until it reaches the growth progress of the first shooting prop itself), and at the same time, increases the growth progress of the third shooting prop.

[0146] In summary, the above embodiments provide other ways to obtain the growth progress of the first shooting prop, enriching the ways to obtain the growth progress of the first shooting prop, and further enriching the gameplay and playability of the game.

[0147] based on Figure 3 In the optional embodiment shown, step 360 also includes Figure 12 Step 1201 is illustrated as an example of the method being executed by a terminal. The method includes:

[0148] Step 1201, in response to receiving a mid-upgrade operation, when the growth progress of the first shooting prop has not reached the growth progress required by the second shooting prop, the growth progress of the first shooting prop is displayed in the cleared growth progress indicator, and at least one of partial prop attributes, partial prop mechanisms and partial prop appearance of the second shooting prop is added to the first shooting prop.

[0149] Optionally, some of the added item attributes are randomized, randomly selected from at least one item attribute of the second shooting item. Some of the item mechanics are randomized, attenuated from the second shooting item's mechanics, with the degree of attenuation randomly determined. For example, if the second shooting item supports three bounces of projectiles, the attenuated partial mechanics may support one or two bounces. Some of the item appearances are randomized, randomly selected from a portion of the overall appearance of the second shooting item.

[0150] Indicative, Figure 13 A game screen provided by an exemplary embodiment of the present application is shown, in which the growth progress 1301 of the first shooting prop is displayed. At this time, the growth progress 1301 of the first shooting prop does not reach the growth progress required by the second shooting prop.

[0151] Figure 13 The game screen also displays an upgrade now button 1302. In response to the upgrade now button 1302 receiving a trigger operation, the growth progress 1301 of the first shooting prop is cleared, and at least one of partial prop attributes, partial prop mechanisms, and partial prop appearances of the second shooting prop is added to the first shooting prop.

[0152] For example, the appearance of the first shooting prop is "a throwing knife", and the appearance of the second shooting prop is "three self-rotating throwing knives". After upgrading in the middle, the shooting prop displayed is "two throwing knives", and part of the blade of each throwing knife has the visual effects of the first shooting prop, and the other part has the visual effects of the second shooting prop.

[0153] In summary, the above embodiment provides a mid-game upgrade mechanism, enriching the upgrade path for the first shooting prop. Mid-game upgrade is an active upgrade path provided by this application to players. On the basis of the original automatic upgrade mechanism, this application also provides a secondary upgrade path that is simple to operate, easy to understand, and convenient for users to operate. Users can perform upgrade operations through this path. The upgrade content brought about by the mid-game upgrade mechanism is not clearly perceived. Players cannot predict the properties, appearance, and mechanics of the shooting prop after the mid-game upgrade. This approach enriches the gameplay and playability of the game and provides players with a novel gaming experience.

[0154] based on Figure 3 In the optional embodiment shown, step 360 also includes Figure 14 Steps 1401 and 1402 are illustrated as an example of the method being executed by a terminal. The method includes:

[0155] Step 1401: In response to the first shooting item receiving a discard operation, the growth progress of the first shooting item in the growth progress indicator is converted into a virtual progress resource, where the type of the virtual progress resource is associated with in-game status information that changes during the growth of the first shooting item.

[0156] In the backpack of the master object, the first shooting prop receives a discard operation, and the growth progress of the first shooting prop is converted into a virtual progress resource. The virtual progress resource is represented as a resource prop, and the virtual progress resource falls into the virtual environment, or the virtual progress resource is automatically placed in the backpack of the master object.

[0157] The type of virtual progress resource is associated with the in-game status information of the first shooting item during its growth process. Schematically, it includes the following situations:

[0158] 1. Virtual progress resources include time progress resources. In-game status information includes the length of time the first shooting item is held by the master in the game.

[0159] 2. Virtual progress resources include distance progress resources. In-game status information includes the distance the first shooting item moves when held by the master object in the game;

[0160] 3. Virtual progress resources include defeat progress resources. In-game status information includes the number of characters defeated when the first shooting item is used by the master in the game;

[0161] 4. Virtual progress resources include participation in defeat progress resources. In-game status information includes the number of characters that participated in defeating when the first shooting item was used by the master in the game;

[0162] 5. Virtual progress resources include damage progress resources. In-game status information includes the damage caused by the first shooting item when used by the master object in the game;

[0163] 6. Virtual progress resources include ammunition consumption progress resources, and in-game status information includes the amount of ammunition consumed when the first shooting prop is used by the master object in the game.

[0164] Step 1402 : In response to the operation of applying the virtual progress resource to other shooting props, the growth progress of the other shooting props is increased.

[0165] In response to the master object applying the virtual progress resource to the fourth shooting item, the growth progress of the fourth shooting item is increased. Optionally, the virtual progress resource is marked with its own progress value, such as 5, 10, 15, 20, etc. For example, if the fourth shooting item is at level 2 and upgrading it to level 3 requires a progress value of 200, the virtual progress resource can increase the growth progress of the fourth shooting item.

[0166] In summary, the above embodiment provides that when discarding the first shooting item, the accumulated growth progress is converted into virtual progress resources, which can be used to increase the growth progress of other shooting items. This embodiment provides an alternative method for obtaining growth progress for shooting items, enriching the ways to obtain growth progress for shooting items and, in turn, enriching the gameplay and playability of the game.

[0167] Figure 15 This diagram shows the interface used by game developers to configure the upgrade function of shooting props.

[0168] according to Figure 15In the configuration sequence shown, developers click the "plus" sign in the shooting prop development blueprint in the game client to add the Growth Points module 1500. Within Growth Points module 1500, they configure player behaviors and the corresponding growth points. Growth Points module 1500 then exposes a corresponding numerical interface, allowing developers to configure the growth points earned based on these behaviors. During game runtime, code will be used to determine the shooting prop equipped by the player and record information about kills, assists, and equipment times.

[0169] Figure 15 The following player behaviors are shown: global energy release 1501 (i.e., a certain amount of growth points are added at fixed intervals), natural growth rate 1502 (growth points are increased according to the time the player holds the shooting props), assist energy increase 1503 (growth points are increased according to the number of enemy virtual characters defeated by the player using the shooting props), and defeat energy increase 1504 (growth points are increased according to the number of enemy virtual characters defeated by the player using the shooting props).

[0170] Figure 15 It also shows that the configured default growth points module 1500 is mounted under the blueprint of the shooting prop that needs to achieve automatic growth and upgrade.

[0171] In one embodiment, at the start of a shooting prop upgrade, the terminal sends information about the currently equipped shooting prop and upgrade start information to the server. The server confirms the start of the upgrade phase and issues a command to the terminal to play the upgrade animation and special effects. The terminal plays the upgrade animation and special effects according to the received playback command.

[0172] When the upgrade phase is complete, the terminal sends a second confirmation to the server to confirm that the upgrade is successful. The server then sends the new upgraded shooting props. If the upgrade process is interrupted, the terminal sends an interrupt message to the server, and the client directly interrupts the upgrade operation.

[0173] In one embodiment, the code provides a packaged interface to determine whether the player is in combat. If the player is not in combat, the details of the out-of-combat state are further determined. Only when the player is in the out-of-combat state will the automatic growth and upgrade process of the shooting prop be initiated.

[0174] In this application, the growth method of shooting props is also applicable to live broadcast scenarios. The live broadcast client provides interactive games based on shooting props, such as the audience using shooting props to pop balloons, the audience using shooting props to shoot dolls, etc. The following will introduce the growth method of shooting props on the live broadcast client.

[0175] The growth progress indicator of the first shooting prop is displayed on the live broadcast client. The growth progress indicator is used to show the growth progress of the first shooting prop as it is upgraded to a higher-level shooting prop within the game;

[0176] Based on the change in the in-game status information of the first shooting prop, the adjusted growth progress indicator of the first shooting prop is displayed on the live broadcast client. The in-game status information of the first shooting prop is used to indicate the usage of the first shooting prop in the game;

[0177] When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is upgraded to the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

[0178] In an optional embodiment, based on the improvement of the first in-game status of the first shooting prop, the growth progress of the first shooting prop after increase in the growth progress indicator is displayed on the live broadcast client, and the first in-game status of the first shooting prop is used to indicate the positive use of the first shooting prop in the game.

[0179] In an optional embodiment, in response to a control operation, the main control object is controlled to use a first shooting prop to defeat an enemy virtual character; based on the increase in the number of characters defeated by the first shooting prop in the game, the growth progress of the increased first shooting prop in the growth progress indicator is displayed on the live broadcast client.

[0180] In an optional embodiment, in response to a control operation, the main control object is controlled to use the first shooting prop to participate in defeating the enemy virtual character; based on the increase in the number of characters defeated by the first shooting prop in the game, the growth progress of the increased first shooting prop in the growth progress indicator is displayed on the live broadcast client.

[0181] In an optional embodiment, in response to a control operation, the main control object is controlled to use a first shooting prop to perform a shooting action; based on the increase in the amount of ammunition consumed by the first shooting prop in the game, the growth progress of the increased first shooting prop in the growth progress indicator is displayed on the live broadcast client.

[0182] In an optional embodiment, in response to a control operation, the main control object is controlled to use a first shooting prop to hit an enemy virtual character; on the live broadcast client, the damage caused by the first shooting prop in the game is increased, and the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0183] In an optional embodiment, based on the increase in the length of time the first shooting item is held by the main control object in the game, the increased growth progress of the first shooting item in the growth progress indicator is displayed on the live broadcast client.

[0184] In an optional embodiment, in response to a control operation, the main control object is controlled to move holding the first shooting prop; based on the increase in the moving distance of the first shooting prop within the game, the growth progress of the increased first shooting prop in the growth progress indicator is displayed on the live broadcast client.

[0185] In an optional embodiment, based on the improvement of the second in-game status of the first shooting prop, the reduced growth progress of the first shooting prop in the growth progress indicator is displayed on the live broadcast client, and the second in-game status is used to indicate the negative usage of the first shooting prop in the game.

[0186] In an optional embodiment, in response to a control operation, the main control object is controlled to hold other shooting props; based on the increase in the time that the first shooting prop is not held in the game, the growth progress of the first shooting prop after reduction in the growth progress indicator is displayed on the live broadcast client.

[0187] In an optional embodiment, in response to a control operation, the main control object is controlled to use the first shooting prop to hit the penalty object; based on the increase in the number of times the first shooting prop hits the penalty object in the game, the reduced growth progress of the first shooting prop in the growth progress indicator is displayed on the live broadcast client.

[0188] In an optional embodiment, when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is cancelled from the game screen, and the prop upgrade animation is played. When the prop upgrade animation is finished, the second shooting prop is displayed.

[0189] In an optional embodiment, in response to receiving an operation on the first shooting prop, the prop upgrade animation is stopped; wherein the operation on the first shooting prop includes at least one of a firing operation, a magazine replacement operation, a shooting prop switching operation, and an equipment accessory operation.

[0190] In an optional embodiment, when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop and the main control object is not in a combat scene, the first shooting prop is upgraded to the second shooting prop.

[0191] In an optional embodiment, in response to receiving an operation to convert the growth progress of the third shooting prop to the first shooting prop, the growth progress of the first shooting prop is displayed in the adjusted growth progress indicator; wherein the third shooting prop has the same level as the first shooting prop.

[0192] In an optional embodiment, when the growth progress of the first shooting prop does not reach the growth progress required by the second shooting prop, in response to receiving a mid-upgrade operation, the growth progress of the first shooting prop is displayed in the cleared growth progress indicator, and at least one of partial prop attributes, partial prop mechanisms and partial prop appearance of the second shooting prop is added to the first shooting prop.

[0193] In an optional embodiment, in response to the first shooting prop receiving a discard operation, the growth progress of the first shooting prop in the growth progress indicator is converted into a virtual progress resource, and the type of the virtual progress resource is associated with the in-game status information of the first shooting prop that changes during the growth process; in response to the operation of applying the virtual progress resource to other shooting props, the growth progress of other shooting props is increased.

[0194] In this application, the growth method for shooting props is also applicable to payment applications. Payment applications provide interactive games based on shooting props. For example, users use shooting props to shoot red envelopes. The red envelopes hit can be used when users make payments through payment applications. The following describes the growth method for shooting props in payment applications.

[0195] Displaying a growth progress indicator for the first shooting item on the payment application. The growth progress indicator is used to show the growth progress of the first shooting item as it is upgraded to a higher-level shooting item within the game.

[0196] Based on the change in the in-game status information of the first shooting item, the payment application displays the adjusted growth progress indicator of the first shooting item, where the in-game status information of the first shooting item is used to indicate the usage of the first shooting item in the game;

[0197] When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is upgraded to the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

[0198] In an optional embodiment, based on the improvement of the first in-game status of the first shooting prop, the growth progress of the first shooting prop after addition is displayed in the growth progress indicator on the payment application, and the first in-game status of the first shooting prop is used to indicate the positive use of the first shooting prop in the game.

[0199] In an optional embodiment, in response to a control operation, the main control object is controlled to use a first shooting prop to defeat an enemy virtual character; based on the increase in the number of characters defeated by the first shooting prop in the game, the increased growth progress of the first shooting prop in the growth progress indicator is displayed on the payment application.

[0200] In an optional embodiment, in response to a control operation, the main control object is controlled to use a first shooting prop to participate in defeating an enemy virtual character; based on the increase in the number of characters defeated by the first shooting prop in the game, the growth progress of the increased first shooting prop in the growth progress indicator is displayed on the payment application.

[0201] In an optional embodiment, in response to a control operation, the main control object is controlled to use a first shooting prop to perform a shooting action; based on the increase in the amount of ammunition consumed by the first shooting prop in the game, the growth progress of the increased first shooting prop in the growth progress indicator is displayed on the payment application.

[0202] In an optional embodiment, in response to a control operation, the main control object is controlled to use a first shooting prop to hit an enemy virtual character; on a payment application, the damage caused by the first shooting prop in the game is increased, and the growth progress of the increased first shooting prop in the growth progress indicator is displayed.

[0203] In an optional embodiment, based on the increase in the length of time that the first shooting item is held by the main control object in the game, the increased growth progress of the first shooting item in the growth progress indicator is displayed on the payment application.

[0204] In an optional embodiment, in response to a control operation, the main control object is controlled to hold the first shooting prop and move; based on the improvement of the moving distance of the first shooting prop in the game, the growth progress of the increased first shooting prop in the growth progress indicator is displayed on the payment application.

[0205] In an optional embodiment, based on the improvement of the second in-game status of the first shooting item, the reduced growth progress of the first shooting item in the growth progress indicator is displayed on the payment application, and the second in-game status is used to indicate the negative usage of the first shooting item in the game.

[0206] In an optional embodiment, in response to a control operation, the main control object is controlled to hold other shooting props; based on the increase in the length of time that the first shooting prop is not held in the game, the reduced growth progress of the first shooting prop in the growth progress indicator is displayed on the payment application.

[0207] In an optional embodiment, in response to a control operation, the main control object is controlled to use the first shooting prop to hit the penalty object; based on the increase in the number of times the first shooting prop hits the penalty object in the game, the reduced growth progress of the first shooting prop in the growth progress indicator is displayed on the payment application.

[0208] In an optional embodiment, when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is cancelled from the game screen, and the prop upgrade animation is played. When the prop upgrade animation is finished, the second shooting prop is displayed.

[0209] In an optional embodiment, in response to receiving an operation on the first shooting prop, the prop upgrade animation is stopped; wherein the operation on the first shooting prop includes at least one of a firing operation, a magazine replacement operation, a shooting prop switching operation, and an equipment accessory operation.

[0210] In an optional embodiment, when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop and the main control object is not in a combat scene, the first shooting prop is upgraded to the second shooting prop.

[0211] In an optional embodiment, in response to receiving an operation to convert the growth progress of the third shooting prop to the first shooting prop, the growth progress of the first shooting prop is displayed in the adjusted growth progress indicator; wherein the third shooting prop has the same level as the first shooting prop.

[0212] In an optional embodiment, when the growth progress of the first shooting prop does not reach the growth progress required by the second shooting prop, in response to receiving a mid-upgrade operation, the growth progress of the first shooting prop is displayed in the cleared growth progress indicator, and at least one of partial prop attributes, partial prop mechanisms and partial prop appearance of the second shooting prop is added to the first shooting prop.

[0213] In an optional embodiment, in response to the first shooting prop receiving a discard operation, the growth progress of the first shooting prop in the growth progress indicator is converted into a virtual progress resource, and the type of the virtual progress resource is associated with the in-game status information of the first shooting prop that changes during the growth process; in response to the operation of applying the virtual progress resource to other shooting props, the growth progress of other shooting props is increased.

[0214] Figure 16 A growth device for a shooting prop provided by an exemplary embodiment of the present application is shown, the device comprising:

[0215] Display module 1601, used to display the growth progress indicator of the first shooting prop, which is used to show the growth progress of the first shooting prop in upgrading to a higher-level shooting prop within the game;

[0216] An adjustment module 1602 is configured to display the adjusted growth progress of the first shooting item in the growth progress indicator based on a change in the in-game status information of the first shooting item, wherein the in-game status information of the first shooting item is used to indicate the usage of the first shooting item in the game;

[0217] The upgrade module 1603 is used to upgrade the first shooting prop to a second shooting prop when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

[0218] In an optional embodiment, the adjustment module 1602 is further used to display the growth progress of the first shooting prop after the first in-game status of the first shooting prop is improved in the growth progress indicator, and the first in-game status of the first shooting prop is used to indicate the positive use of the first shooting prop in the game.

[0219] In an optional embodiment, the adjustment module 1602 is also used to control the main control object to use the first shooting prop to defeat the enemy virtual character in response to the control operation; based on the increase in the number of characters defeated by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0220] In an optional embodiment, the adjustment module 1602 is also used to control the main control object to use the first shooting prop to participate in defeating the enemy virtual character in response to the control operation; based on the increase in the number of characters defeated by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0221] In an optional embodiment, the adjustment module 1602 is further used to control the main control object to use the first shooting prop to perform shooting behavior in response to the control operation; based on the increase in the amount of ammunition consumed by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0222] In an optional embodiment, the adjustment module 1602 is also used to control the main control object to use the first shooting prop to hit the enemy virtual character in response to the control operation; based on the increase in damage caused by the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0223] In an optional embodiment, the adjustment module 1602 is further configured to display the increased growth progress of the first shooting prop in the growth progress indicator based on the increase in the time period during which the first shooting prop is held by the main control object in the game.

[0224] In an optional embodiment, the adjustment module 1602 is further used to control the main control object to move holding the first shooting prop in response to the control operation; based on the increase in the moving distance of the first shooting prop in the game, the growth progress of the increased first shooting prop is displayed in the growth progress indicator.

[0225] In an optional embodiment, the adjustment module 1602 is further used to display the reduced growth progress of the first shooting prop in the growth progress indicator based on the improvement of the second in-game status of the first shooting prop, and the second in-game status is used to indicate the negative usage of the first shooting prop in the game.

[0226] In an optional embodiment, the adjustment module 1602 is also used to control the main control object to hold other shooting props in response to the control operation; based on the increase in the length of time that the first shooting prop is not held in the game, the growth progress of the first shooting prop after reduction is displayed in the growth progress indicator.

[0227] In an optional embodiment, the adjustment module 1602 is also used to control the main control object to use the first shooting prop to hit the penalty object in response to the control operation; based on the increase in the number of times the first shooting prop hits the penalty object in the game, the growth progress of the reduced first shooting prop is displayed in the growth progress indicator.

[0228] In an optional embodiment, the upgrade module 1603 is also used to cancel the display of the first shooting prop in the game screen and play the prop upgrade animation when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop. When the prop upgrade animation is finished, the second shooting prop is displayed.

[0229] In an optional embodiment, the upgrade module 1603 is further used to stop playing the prop upgrade animation in response to receiving an operation on the first shooting prop; wherein the operation on the first shooting prop includes at least one of a firing operation, a magazine replacement operation, a shooting prop switching operation, and an equipment accessory operation.

[0230] In an optional embodiment, the upgrade module 1603 is also used to upgrade the first shooting prop to the second shooting prop when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop and the main control object is not in a combat scene. The main control object is a virtual character using the first shooting prop.

[0231] In an optional embodiment, the adjustment module 1602 is further used to display the growth progress of the first shooting prop in the adjusted growth progress indicator in response to receiving an operation to convert the growth progress of the third shooting prop to the first shooting prop; wherein the third shooting prop has the same level as the first shooting prop.

[0232] In an optional embodiment, the adjustment module 1602 is further used to display the growth progress of the first shooting prop in the cleared growth progress indicator in response to receiving a mid-upgrade operation when the growth progress of the first shooting prop has not reached the growth progress required by the second shooting prop, and the upgrade module 1603 is further used to add at least one of partial prop attributes, partial prop mechanisms and partial prop appearance of the second shooting prop to the first shooting prop.

[0233] In an optional embodiment, the adjustment module 1602 is further used to convert the growth progress of the first shooting prop in the growth progress indicator into a virtual progress resource in response to the first shooting prop receiving a discard operation, and the type of the virtual progress resource is associated with the in-game status information of the first shooting prop that changes during the growth process; in response to the operation of applying the virtual progress resource to other shooting props, increase the growth progress of other shooting props.

[0234] In summary, this application provides a growth solution for shooting props. The related art's in-game pickup and out-of-game assembly solutions only provide additive growth within the fixed framework of shooting props, and the growth capabilities supported by these technologies are limited. However, this application achieves growth through upgrading shooting props. This upgrade method allows the shooting props before and after the upgrade to be different, thus supporting a greater growth capability for shooting props. At least one of the following: prop attributes, prop mechanics, and prop appearance can be significantly modified before and after the upgrade, providing greater design flexibility.

[0235] This application will use the in-game status information of the first shooting prop to display the adjusted growth progress of the first shooting prop, without the need for active user operation. Related technologies rely on the user's active pickup in the game and the operation of equipping accessories outside the game. In this application, the user will play normally and there is no need to perform additional operations to upgrade the shooting prop during the game. The user's normal game operation will increase the growth progress of the first shooting prop. When the growth progress of the first shooting prop meets the growth progress required by the second shooting prop, it will be upgraded to the second shooting prop. That is, this application provides a solution for the automatic growth of shooting props.

[0236] It's also worth noting that this application displays a growth progress indicator on the game screen. This indicator will remind the user of the current growth progress of the first shooting prop, enhancing the user's perception of growth progress. This application will adjust the growth progress based on the first shooting prop's in-game status information. This design is highly scalable, and the in-game status information can be set to various status information, which can be converted into growth progress, thereby affecting the upgrade of the first shooting prop.

[0237] Please refer to Figure 17 , which shows a block diagram of a computer device 1700 provided in accordance with an exemplary embodiment of the present application. Computer device 1700 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). Computer device 1700 may also be referred to as a user device, portable terminal, head-mounted computer device, or other similar names.

[0238] Typically, the computer device 1700 includes a processor 1701 and a memory 1702 .

[0239] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0240] Memory 1702 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1702 is used to store at least one instruction, which is executed by processor 1701 to implement the shooting prop growth method provided in the embodiments of the present application.

[0241] In some embodiments, the computer device 1700 may further optionally include a peripheral device interface 1703 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 1704 , a display screen 1705 , a camera assembly 1706 , an audio circuit 1707 , and a power supply 1708 .

[0242] The peripheral device interface 1703 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1701 and the memory 1702. In some embodiments, the processor 1701, the memory 1702, and the peripheral device interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1701, the memory 1702, and the peripheral device interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0243] RF circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1704 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 1704 optionally includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. RF circuit 1704 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 1704 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.

[0244] Display screen 1705 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, or any combination thereof. Optionally, computer device 1700 includes an internal display screen and an external display screen positioned proximate to the user's eyes. The external display screen is used to display an image of the user's eyes when surrounding objects interact with the user of computer device 1700. Optionally, display screen 1705 is also capable of capturing touch signals on or above the surface of display screen 1705. These touch signals can be input as control signals to processor 1701 for processing. Display screen 1705 is used to provide virtual buttons and / or a comment keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, display screen 1705 can be a single display screen, provided on the front panel of computer device 1700; in other embodiments, display screen 1705 can be at least two, provided on different surfaces of computer device 1700 or in a foldable design; in still other embodiments, display screen 1705 can be a flexible display screen, provided on a curved or foldable surface of computer device 1700. Even the display screen 1705 can be configured as a non-rectangular irregular shape, i.e., a special-shaped screen. The display screen 1705 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0245] The camera assembly 1706 is used to capture images or videos. Optionally, the camera assembly 1706 includes an internal camera and an external camera. Typically, the internal camera is used to capture and obtain user eye posture data. In some embodiments, there are at least two external cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and AR (Augmented Reality) shooting function. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0246] Audio circuit 1707 is used to provide an audio interface between the user and computer device 1700. Audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into processor 1701 for processing, or input into RF circuit 1704 for voice communication. For the purpose of stereo sound collection or noise reduction, multiple microphones may be provided, located in different parts of computer device 1700. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from processor 1701 or RF circuit 1704 into sound waves. The speaker may be a traditional thin-film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, audio circuit 1707 may also include a headphone jack.

[0247] Power supply 1708 is used to power various components in computer device 1700. Power supply 1708 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1708 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.

[0248] In some embodiments, the computer device 1700 further includes one or more sensors 1709 , including but not limited to an acceleration sensor 1710 , a gyroscope sensor 1711 , a pressure sensor 1712 , an optical sensor 1713 , and a proximity sensor 1714 .

[0249] The accelerometer 1710 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 1700. For example, the accelerometer 1710 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1701 can control the display screen 1705 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1710. The accelerometer 1710 can also be used to collect game or user motion data.

[0250] The gyroscope sensor 1711 can detect the orientation and rotation angle of the computer device 1700. It can also work with the accelerometer 1710 to collect the user's three-dimensional movements of the computer device 1700. Based on the data collected by the gyroscope sensor 1711, the processor 1701 can implement the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0251] Pressure sensor 1712 can be installed on the side frame of computer device 1700 and / or below display screen 1705. When installed on the side frame of computer device 1700, pressure sensor 1712 can detect the user's grip signal of computer device 1700 and perform left-hand recognition or shortcut operations based on the grip signal. When pressure sensor 1712 is installed below display screen 1705, it can control the operable controls on the UI interface based on the user's pressure operation on display screen 1705. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0252] Optical sensor 1713 is used to detect ambient light intensity. In one embodiment, processor 1701 can control the display brightness of display screen 1705 based on the ambient light intensity detected by optical sensor 1713. Specifically, when the ambient light intensity is high, the display brightness of display screen 1705 is increased; when the ambient light intensity is low, the display brightness of display screen 1705 is decreased. In another embodiment, processor 1701 can also dynamically adjust the shooting parameters of camera assembly 1706 based on the ambient light intensity detected by optical sensor 1713.

[0253] Proximity sensor 1714, also known as a distance sensor, is typically located on the front of computer device 1700. Proximity sensor 1714 is used to detect the distance between the user and the front of computer device 1700. In one embodiment, when proximity sensor 1714 detects that the distance between surrounding objects and the front of computer device 1700 is gradually decreasing, processor 1701 controls the external display screen to display an image of the user's eyes. When proximity sensor 1714 detects that the distance between the user and the front of computer device 1700 is gradually increasing, processor 1701 controls the internal display screen to switch from an on-screen state to an off-screen state.

[0254] Those skilled in the art will understand that Figure 17 The structure shown in the figure does not constitute a limitation on the computer device 1700, and the computer device 1700 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.

[0255] An embodiment of the present application further provides a computer-readable storage medium, in which a computer program is stored. The computer program is used to be executed by a computer device to implement the above-mentioned shooting prop growth method.

[0256] Optionally, the computer-readable storage medium may include: Read-Only Memory (ROM), Random-Access Memory (RAM), Solid State Drives (SSD), or an optical disk, etc. Among them, the random access memory may include Resistance Random Access Memory (ReRAM) and Dynamic Random Access Memory (DRAM).

[0257] The present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the shooting prop growth method provided in the above-described method embodiment.

[0258] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0259] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0260] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A method for growing a shooting prop, characterized in that: The method comprises: Displaying a growth progress indicator of the first shooting item, wherein the growth progress indicator is used to show the growth progress of the first shooting item in upgrading to a higher-level shooting item within the game; Based on the change in the in-game status information of the first shooting item, displaying the adjusted growth progress of the first shooting item in the growth progress indicator, wherein the in-game status information of the first shooting item is used to indicate the usage of the first shooting item in the game; When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is upgraded to the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

2. The method according to claim 1, characterized in that The changing of the in-game status information of the first shooting item and displaying the adjusted growth progress of the first shooting item in the growth progress indicator include: Based on the improvement of the first in-game status of the first shooting prop, the increased growth progress of the first shooting prop is displayed in the growth progress indicator, and the first in-game status of the first shooting prop is used to indicate the positive use of the first shooting prop in the game.

3. The method according to claim 2, characterized in that The first in-game status based on the first shooting item is improved, and the increased growth progress of the first shooting item is displayed in the growth progress indicator, including: In response to the control operation, controlling the main control object to use the first shooting prop to defeat the enemy virtual character; Based on the increase in the number of characters defeated by the first shooting item in the game, the increased growth progress of the first shooting item is displayed in the growth progress indicator.

4. The method according to claim 2, characterized in that The first in-game status based on the first shooting item is improved, and the increased growth progress of the first shooting item is displayed in the growth progress indicator, including: In response to the control operation, controlling the main control object to use the first shooting prop to participate in defeating the enemy virtual character; Based on the increase in the number of characters defeated by the first shooting item in the game, the increased growth progress of the first shooting item is displayed in the growth progress indicator.

5. The method according to claim 2, characterized in that The first in-game status based on the first shooting item is improved, and the increased growth progress of the first shooting item is displayed in the growth progress indicator, including: In response to the control operation, controlling the main control object to use the first shooting prop to perform a shooting behavior; Based on the increase in the amount of ammunition consumed by the first shooting item in the game, the increased growth progress of the first shooting item is displayed in the growth progress indicator.

6. The method according to claim 2, characterized in that The first in-game status based on the first shooting item is improved, and the increased growth progress of the first shooting item is displayed in the growth progress indicator, including: In response to the control operation, controlling the main control object to use the first shooting prop to hit the enemy virtual character; Based on the increase in damage caused by the first shooting item in the game, the increased growth progress of the first shooting item is displayed in the growth progress indicator.

7. The method according to claim 2, characterized in that The first in-game status of the first shooting item is improved, and the increased growth progress of the first shooting item is displayed in the growth progress indicator, including at least one of the following: Based on the increase in the length of time that the first shooting item is held by the master object in the game, the increased growth progress of the first shooting item is displayed in the growth progress indicator; In response to the control operation, the main control object is controlled to move with the first shooting prop; based on the increase in the moving distance of the first shooting prop in the game, the increased growth progress of the first shooting prop is displayed in the growth progress indicator.

8. The method according to claim 1, characterized in that The changing of the in-game status information of the first shooting item and displaying the adjusted growth progress of the first shooting item in the growth progress indicator include: Based on the improvement of the second in-game status of the first shooting prop, the reduced growth progress of the first shooting prop is displayed in the growth progress indicator, and the second in-game status is used to indicate the negative usage of the first shooting prop in the game.

9. The method according to claim 8, characterized in that The second in-game status based on the first shooting item is improved, and the growth progress of the first shooting item after reduction in the growth progress indicator is displayed, including: In response to a control operation, controlling the main control object to hold other shooting props; Based on the increase in the time period during which the first shooting item has not been held in the game, the reduced growth progress of the first shooting item is displayed in the growth progress indicator.

10. The method according to claim 8, characterized in that In response to the second in-game status of the first shooting item being improved, displaying the reduced growth progress of the first shooting item in the growth progress indicator includes: In response to a control operation, controlling the master object to use the first shooting prop to hit the penalty object; Based on the increase in the number of times the first shooting item hits the penalty target in the round, the reduced growth progress of the first shooting item is displayed in the growth progress indicator.

11. The method according to any one of claims 1 to 10, characterized in that: When the growth progress of the first shooting item reaches the growth progress required by the second shooting item, upgrading the first shooting item to the second shooting item includes: When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, the first shooting prop is cancelled from the game screen, and the prop upgrade animation is played. When the prop upgrade animation is finished, the second shooting prop is displayed.

12. The method according to claim 11, characterized in that The method further comprises: In response to receiving an operation on the first shooting prop, stopping playing the prop upgrade animation; The operation on the first shooting prop includes at least one of a firing operation, a magazine replacement operation, a shooting prop switching operation, and an equipment accessory operation.

13. The method according to any one of claims 1 to 10, characterized in that: When the growth progress of the first shooting item reaches the growth progress required by the second shooting item, upgrading the first shooting item to the second shooting item includes: When the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop and the main control object is not in a combat scene, the first shooting prop is upgraded to the second shooting prop.

14. The method according to any one of claims 1 to 10, characterized in that: The method further comprises: In response to receiving an operation to transfer the growth progress of the third shooting item to the first shooting item, displaying the growth progress of the first shooting item in the adjusted growth progress indicator; The third shooting prop has the same level as the first shooting prop.

15. The method according to any one of claims 1 to 10, characterized in that: The method further comprises: In a case where the growth progress of the first shooting item does not reach the growth progress required by the second shooting item, in response to receiving a mid-upgrade operation, the growth progress of the first shooting item is displayed in the cleared growth progress indicator, and at least one of partial item attributes, partial item mechanisms, and partial item appearance of the second shooting item is added to the first shooting item.

16. The method according to any one of claims 1 to 10, characterized in that: The method further comprises: In response to the first shooting item receiving a discard operation, converting the growth progress of the first shooting item in the growth progress indicator into a virtual progress resource, wherein the type of the virtual progress resource is associated with in-game state information that changes during the growth of the first shooting item; In response to the operation of applying the virtual progress resource to other shooting props, the growth progress of the other shooting props is increased.

17. A shooting prop growth device, characterized in that: The device comprises: A display module, configured to display a growth progress indicator of the first shooting item, wherein the growth progress indicator is configured to display the growth progress of the first shooting item in upgrading to a higher-level shooting item within the game; an adjustment module configured to display the adjusted growth progress of the first shooting item in the growth progress indicator based on a change in in-game status information of the first shooting item, wherein the in-game status information of the first shooting item is used to indicate a usage status of the first shooting item in a game; An upgrade module is used to upgrade the first shooting prop to the second shooting prop when the growth progress of the first shooting prop reaches the growth progress required by the second shooting prop, and the second shooting prop is superior to the first shooting prop in at least one of prop attributes, prop mechanism and prop appearance.

18. A computer device, characterized in that: The computer device includes: a processor and a memory, the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the growth method of the shooting prop according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the growth method of a shooting prop according to any one of claims 1 to 16.

20. A computer program product, characterized in that The computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the growth method of a shooting prop according to any one of claims 1 to 16.