Bullet switching method and device, electronic equipment and program product

By displaying bullet switching controls in the shooting game interface, the problem of firearms only being able to use a single type of bullet is solved, enabling flexible switching between different bullet types for virtual firearms and improving the combat experience.

CN122006238APending Publication Date: 2026-05-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-02-26
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

In existing shooting games, firearms can only use a single type of bullet, which makes it difficult for players to use firearms effectively when they lack matching bullets, thus affecting the combat experience.

Method used

The game interface displays a bullet switching control, allowing players to switch the bullet type of the virtual gun from one to another and execute corresponding attack actions in response to attack commands.

Benefits of technology

It enables flexible switching between different bullet types for virtual firearms, enhancing players' ability to make autonomous choices in combat scenarios and improving the interactive experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a bullet switching method. The bullet switching method comprises the steps that a bullet switching control is displayed in a game interface; in response to a switching operation for the bullet switching control, switching a bullet type matched with the virtual gun from a first bullet type to a second bullet type; and in response to the attack instruction, controlling the virtual firearm to execute an attack behavior according to the bullet of the second bullet type. Therefore, a player can flexibly switch the types of bullets used by the virtual firearms according to the currently held bullet resources or tactical requirements, and the technical problem that the firearms cannot be used due to lack of matched bullets in related technologies is solved.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a bullet switching method, apparatus, electronic device, and program product. Background Technology

[0002] Shooting games are a very popular genre. Players control virtual characters in a virtual environment to collect weapons, bullets and other supplies and fight against players from other factions. The team or individual that survives the most wins.

[0003] In this technology, all firearms in a game typically only use a single type of ammunition that can be equipped with that weapon. For example, a certain assault rifle can only use ammunition of a specific caliber and is not compatible with other calibers. This often leads to situations where players pick up powerful weapons but don't have the corresponding exclusive ammunition in their inventory, or they have a large number of other types of ammunition but cannot equip them with their currently held weapon. This strict correspondence limits the utilization rate of resources, requiring players to spend more effort searching for specific matching resources when gathering supplies. Summary of the Invention

[0004] The purpose of this disclosure is to provide a bullet switching method, device, electronic device, and program product to solve the technical problem in the related art that firearms can only use a single type of bullet, resulting in a poor combat experience.

[0005] In a first aspect, this disclosure provides a bullet switching method, comprising: displaying a bullet switching control in a game interface; in response to a switching operation on the bullet switching control, switching the bullet type matched by the virtual weapon from a first bullet type to a second bullet type; and in response to an attack command, controlling the virtual weapon to perform an attack behavior based on the second bullet type.

[0006] Secondly, this disclosure provides a bullet switching device, which includes: a control display module for displaying a bullet switching control in a game interface; a switching module for switching the bullet type matched by the virtual firearm from a first bullet type to a second bullet type in response to a switching operation on the bullet switching control; and an attack module for controlling the virtual firearm to perform an attack behavior according to the second bullet type in response to an attack command.

[0007] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing a computer program, and the processor executing the computer program to perform the steps in the bullet switching method described in any of the preceding claims.

[0008] Fourthly, this disclosure provides a computer program product having a computer program stored thereon, which, when executed by a processor, is implemented to perform the steps in the bullet switching method described in any of the preceding claims.

[0009] This disclosure provides a bullet switching method, device, electronic device, and program product, enabling players to flexibly switch the type of bullet used by virtual firearms according to their current bullet resources or tactical needs, thus solving the technical problem in related technologies where firearms cannot be used due to a lack of matching bullets. Attached Figure Description

[0010] Figure 1 A schematic diagram of a system architecture according to an embodiment of this disclosure is shown;

[0011] Figure 2 A flowchart illustrating a bullet switching method according to an embodiment of this disclosure is shown; Figure 3 A schematic diagram of an interface for displaying a bullet switching control is shown in an embodiment of this disclosure; Figure 4 A schematic diagram of an interface without a bullet switching control is shown in an embodiment of this disclosure; Figure 5 A schematic diagram of a backpack interface according to an embodiment of the present disclosure is shown; Figure 6 A schematic diagram of an interface displaying a bullet type switching prompt is shown in an embodiment of this disclosure; Figure 7 A schematic diagram of a bullet switching control in different operating states according to an embodiment of the present disclosure is shown; Figure 8 A schematic diagram of a bullet switching device according to an embodiment of the present disclosure is shown; Figure 9 A schematic diagram of an electronic device according to an embodiment of the present disclosure is shown. Detailed Implementation

[0012] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0014] To make the objectives, technical solutions, and advantages of this disclosure clearer, the embodiments of this disclosure will be described in further detail below with reference to the accompanying drawings.

[0015] Figure 1 A system architecture diagram of the operating environment of this embodiment is shown. This system architecture may include a first client 110, a second client 120, and a server 130. The first client 110 and the second client 120 are terminal devices that have installed and run game client programs, such as mobile phones, tablets, personal computers, smart wearable devices, game consoles, etc. They have display functions and can display a graphical user interface, which may include the operating system interface or the application interface. The first client 110 is the client used by the first game account, and the second client 120 is the client used by the second game account; that is, the game client program running on the first client 110 is logged into the first game account, and the game client program running on the second client 120 is logged into the second game account. The server 130 generally refers to the backend system providing game services in this exemplary embodiment; it can be a single server or a cluster of multiple servers. A game server program is deployed on the server 130 to perform server-side game data processing. The first client 110, the second client 120, and the server 130 can be connected via wired or wireless communication links for data transmission. For example, the first client 110 can send information (such as an editing assistance request) to the second client 120 through the server 130, and the second client 120 can send information (such as an edited first game lineup) to the first client 110 through the server 130. In addition, the first client 110 and the second client 120 can also communicate directly through wired or wireless means.

[0016] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first client 110 and second client 120) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

[0017] This embodiment provides a bullet switching method. Figure 2 This is a flowchart of a bullet switching method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S110: Display the bullet switching control in the game interface; Step S120: In response to the switching operation of the bullet switching control, the bullet type matched by the virtual firearm is switched from the first bullet type to the second bullet type. Step S130: In response to the attack command, control the virtual weapon to perform an attack based on the second type of bullet.

[0018] The method provided in this embodiment displays a bullet switching control in the game interface, allowing players to intuitively perceive that the current virtual weapon supports switching between multiple bullet types. In response to the switching operation of the bullet switching control, the bullet type matched by the virtual weapon is switched from the first bullet type to the second bullet type. This enables flexible switching between different bullet types for the virtual weapon, effectively solving the technical problem in existing technologies where weapons can only use a single bullet type, preventing players from effectively using the weapon when the corresponding bullet is unavailable. Furthermore, in response to attack commands, the virtual weapon executes attack behavior based on the switched second bullet type, allowing players to autonomously select the appropriate bullet type for attack based on the actual combat scenario and bullet reserves, thereby enhancing the interactive experience.

[0019] The steps described above are explained in detail below.

[0020] In step S110, specifically, during the game operation, when the preset display conditions are met, the system displays a bullet switching control in the game interface. This bullet switching control is used for players to trigger the bullet type switching operation, so as to realize the switching between virtual firearms with bullets of different calibers.

[0021] The game interface is the visual area that presents the game screen to the player during gameplay. It typically displays game scenes, virtual characters, interactive controls, and various game information.

[0022] In an alternative implementation, the game interface can be the main game screen that includes the battle scene. For example, in a shooting game, the player-controlled first virtual character is in the battle map, and the game interface displays the first virtual character's first-person or third-person view, which includes terrain, buildings, other virtual characters, and HUD elements located at the edge of the interface.

[0023] In an optional implementation, the game interface may include a weapon control area. For example, the lower right corner of the game interface displays a weapon shortcut control area, which centrally displays interactive elements such as the fire button, aim button, and, in this embodiment, the bullet switching control.

[0024] In an alternative implementation, the game interface can be a HUD interface that supports custom layouts. For example, players can adjust the position and size of each control in the game settings, and the bullet switching control can be dragged and dropped by the player to any placeable area of ​​the interface to suit the operating habits of different players.

[0025] The bullet switching control is an interactive element in the game interface used to trigger bullet type switching. It typically receives player input and sends a switching command to the game system, allowing players to select and switch between different bullet calibers. The bullet switching control can be triggered through clicks, swipes, long presses, and / or other actions. For example, by clicking the bullet switching control displayed on the game interface, players can trigger the bullet type switching process.

[0026] In an alternative implementation, the bullet switching control can be an icon button displaying the current bullet caliber information. For example, in the weapon control area of ​​the game interface, a button labeled "Large Caliber" or "Small Caliber" could be displayed. Figure 3 As shown in the image. The button also displays the currently used bullet caliber; clicking the button switches to another caliber. The smaller caliber can be 5.56mm bullets, and the larger caliber can be 7.62mm bullets.

[0027] In an alternative implementation, the bullet switching control can be a multi-functional button that supports long-press preview. For example, a short press of the bullet switching control allows the player to directly switch bullet types, while a long press displays a pop-up window showing a comparison of the attributes of the two bullet types for the player to refer to before making a selection.

[0028] It should be noted that the bullet switching control may be only one of the above embodiments, or it may be multiple of the above embodiments simultaneously. For example, the bullet switching control may simply be an icon button displaying the current bullet caliber information; or, the bullet switching control may simultaneously have the function of clicking the icon button to switch and the function of long-pressing to preview and compare attribute information.

[0029] In a specific application, in the combat mode of a shooting game, the player controls a virtual character wielding a virtual firearm equipped with a special magazine attachment. After the system detects that the virtual firearm is equipped with a target attachment that supports multiple caliber bullets, a circular button labeled "Caliber Switch" is displayed in the weapon operation area in the lower right corner of the game interface. The button displays the currently matched bullet caliber as "7.62mm". The player can see this bullet switching control and is ready to switch bullet types at any time.

[0030] In step S120, specifically, when the system detects that the player has performed a switching operation on the bullet switching control, the system responds to the switching operation by changing the bullet type matched by the current virtual weapon from the first bullet type to the second bullet type, so that the virtual weapon will subsequently use bullets of the second bullet type for firing.

[0031] The switching action is an interactive action performed by the player on the bullet switching control to trigger a change in bullet type. The switching action typically serves to convey the player's intention to the game system, allowing the system to recognize that the player wants to switch the virtual weapon's bullet type from the current type to another. The switching action can be implemented through clicks, swipes, long presses, and / or other actions. For example, by clicking the bullet switching control, the system responds to the click and executes the bullet type switching process.

[0032] In an optional implementation, the switching operation can be a single-tap operation. For example, when a player taps the bullet switching control on the touchscreen with their finger, the system detects the tap event and immediately triggers a switching process from the first bullet type to the second bullet type.

[0033] In an alternative implementation, the switching operation can be a swipe-to-confirm operation.

[0034] In an alternative implementation, the switching operation can be a double-click quick switching operation.

[0035] It should be noted that the switching operation can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the switching operation is only a single click operation; or, the system supports both single click and double click operations for quick switching, and players can choose either method to trigger the switching according to their own preferences.

[0036] Virtual weapons, in particular, are weapons and props used by player-controlled virtual characters in games to carry out offensive actions. Virtual weapons typically fire bullets to damage targets and are a core tool for players to engage in combat in shooting games.

[0037] In one alternative implementation, the virtual firearm can be an assault rifle that supports the attachment of various accessories. For example, the virtual firearm is an assault rifle in a game that has accessory slots for attaching accessories such as scopes, grips, stocks, and special magazines. When the special magazine is attached, it supports switching between large-caliber and small-caliber ammunition.

[0038] In one alternative implementation, the virtual firearm can be an automatic weapon with specific firing modes. For example, a virtual firearm can support switching between fully automatic and semi-automatic firing modes, allowing players to select the appropriate firing mode and use different caliber bullets depending on the combat distance.

[0039] In one alternative implementation, the virtual weapon can be a special weapon with a high rarity. For example, a virtual weapon could be a high-level weapon that spawns in an airdrop supply crate in the game. This weapon would have a special magazine by default, caliber switching capability, and superior base attributes compared to ordinary weapons.

[0040] It should be noted that the virtual firearm may be only one of the above embodiments, or it may be multiple of the above embodiments simultaneously. For example, the virtual firearm may simply be an assault rifle that supports the assembly of various accessories; or, the virtual firearm may simultaneously be an assault rifle that supports the assembly of various accessories, has a specific firing mode, and is a special weapon with a high degree of rarity.

[0041] The first bullet type can be the type of bullet matched before switching virtual weapons. The first bullet type usually defines the attributes of the bullet currently used by the virtual weapon, and different bullet types correspond to different game attribute parameters.

[0042] In an alternative implementation, the first bullet type can be a large-caliber bullet. For example, the first bullet type is a 7.62mm caliber bullet, which has a high single-shot damage value but a relatively slow rate of fire, making it suitable for mid- to long-range precision shooting scenarios.

[0043] In an alternative implementation, the first bullet type can be a small-caliber bullet. For example, the first bullet type is a 5.56mm caliber bullet, which has a relatively high rate of fire but a relatively low single-shot damage value, making it suitable for close-range rapid suppression scenarios.

[0044] In one alternative implementation, the first bullet type can be the default caliber bullet type. For example, when a player acquires a virtual weapon and equips it with a special magazine, the system defaults to setting the bullet type matched with the virtual weapon as the first bullet type, which the player can change to another bullet type through a switching operation.

[0045] The second bullet type can be the type of target bullet matched after switching virtual weapons. The second bullet type typically defines the bullet attributes used after switching virtual weapons, allowing the virtual weapon to perform subsequent attack actions with different attack attributes. The second bullet type can be a bullet type with a different caliber than the first bullet type. For example, if the first bullet type is a 7.62mm large-caliber bullet, then the second bullet type is a 5.56mm small-caliber bullet; the two have different damage values ​​and rates of fire.

[0046] It should be noted that the second bullet type can be a single bullet type or one of a set of multiple different bullet types. That is, when switching bullets using the bullet switching control, you can switch not only between two bullet types, but also between multiple different bullet types.

[0047] In this embodiment, when switching bullets using the bullet switching control, the virtual weapon or its accessories are not switched. For example, if the virtual weapon itself can match multiple different caliber bullets, switching bullet types does not require switching the weapon; instead, it directly switches between bullets of different calibers. If the virtual weapon can match multiple different caliber bullets by equipping special accessories (e.g., special magazines), switching bullet types does not require switching the weapon or magazine; instead, it directly switches between bullets of different calibers.

[0048] In step S130, specifically, when the system receives an attack command from the player, the system responds to the attack command by controlling the virtual gun to fire at the target using the currently matched second bullet type, performing the attack and causing damage to the target corresponding to the second bullet type.

[0049] Attack commands are instructions sent by players to the game system through interactive operations to trigger virtual weapons to fire. Attack commands typically fire bullets from virtual weapons, inflicting damage on targets, and are the primary method of attack for players in combat. Attack commands can be executed through tapping, swiping, long-pressing, and / or other methods. For example, by tapping the fire button on the game interface, players can trigger an attack command and control the virtual weapon to fire bullets.

[0050] In this context, attack actions can be the actions performed by virtual firearms in the game to inflict damage on targets. Attack actions typically consume ammunition and reduce the damage value of the hit target.

[0051] In one specific application, after switching bullet types, the player discovers an enemy virtual character ahead. The player aims the crosshair at the enemy target and presses the fire button on the game interface to trigger an attack command. The system responds to this attack command, controlling the virtual weapon to perform the attack action according to the currently matched 5.56mm small-caliber bullets. The virtual weapon fires small-caliber bullets continuously at a relatively fast rate of fire. When the bullets hit the enemy virtual character, they cause corresponding damage, successfully knocking down the enemy virtual character.

[0052] like Figure 3 As shown in the exemplary application of this embodiment, a player controls a first virtual character to play the game. The first virtual character currently holds a virtual firearm equipped with a special magazine. A bullet switching control is displayed in the weapon operation area at the bottom center of the game interface. The control currently displays a large-caliber bullet, indicating that the virtual firearm is currently matched with large-caliber bullets. When the player clicks the bullet switching control, the system responds to the click operation by controlling the first virtual character to perform a reload action, switching the bullet type matched by the virtual firearm from large-caliber to small-caliber bullets. Subsequently, the player presses the fire button to trigger an attack command. The system responds to this attack command by controlling the virtual firearm to perform an attack using small-caliber bullets.

[0053] In a bullet switching method provided in one embodiment of this application, the step of displaying a bullet switching control in the game interface includes: Step S210: Determine that the virtual weapon is equipped with a target accessory, and display the bullet switching control corresponding to the virtual weapon in the game interface. The target accessory is configured to load bullets of the first type or equip bullets of the second type.

[0054] The method provided in this embodiment links the display of the bullet switching control to the configuration status of the target accessory, ensuring that the bullet switching control is only displayed when the virtual weapon is equipped with a target accessory that supports multiple bullet types. This avoids displaying invalid controls on the interface of weapons that do not have bullet type switching capabilities, thus improving the simplicity and user experience of the interactive interface. At the same time, the target accessory enables compatible loading of different bullet types, enriching the functional configuration methods of the virtual weapon and the diversity of gameplay.

[0055] Specifically, during game operation, when a bullet switching control needs to be displayed on the game interface, the configuration status of the virtual weapon's attachments is first checked to determine whether the virtual weapon is currently equipped with a target attachment. If it is determined that the virtual weapon is equipped with a target attachment, the bullet switching control corresponding to that virtual weapon is displayed on the game interface so that the user can switch bullet types through the bullet switching control. The target attachment has the configuration capability to load bullets of the first bullet type or equip bullets of the second bullet type, thereby enabling the virtual weapon equipped with the target attachment to support the use of multiple bullet types.

[0056] Among these, target accessories can be functional accessories that can be installed on virtual firearms and enable them to load multiple types of ammunition. They typically expand the ammunition compatibility of virtual firearms, allowing a single firearm to be adapted to different calibers of ammunition.

[0057] In one alternative implementation, the target accessory can be a special magazine designed specifically for a particular firearm. For example, in a shooting game, a first virtual character equips their assault rifle with a special magazine that serves as a target accessory specifically adapted to the firearm, enabling the firearm to be loaded with either 7.62mm or 5.56mm ammunition.

[0058] In an alternative implementation, the target accessory can be a universal caliber conversion magazine. For example, a first virtual character picks up a universal caliber conversion magazine from the game scene. This magazine, as a target accessory, can be installed on a variety of supported firearms, enabling the installed virtual firearm to switch between a first ammunition type and a second ammunition type.

[0059] In an alternative implementation, the target accessory can be a dual-caliber compatible feeder. For example, in a multiplayer shooting game, the first virtual character equips a dual-caliber compatible feeder to a virtual weapon via the inventory interface. This feeder serves as a built-in caliber conversion mechanism within the target accessory, allowing the virtual weapon to switch between large-caliber and small-caliber ammunition according to the player's commands after assembly.

[0060] In a bullet switching method provided in one embodiment of this application, the step prior to determining that the virtual firearm is equipped with a target accessory includes: Step S310: In response to the accessory assembly command for the virtual firearm, control the assembly of the target accessory to the virtual firearm.

[0061] The method provided in this embodiment enables players to equip target accessories to virtual firearms via accessory assembly commands, thereby providing virtual firearms with the ability to switch between multiple bullet types. This allows players to flexibly select different types of bullets to attack according to the actual needs of the combat scenario, effectively solving the problem of poor combat experience caused by firearms only being able to use a single type of bullet in the prior art.

[0062] The above plan will be explained in detail below.

[0063] In step S310, specifically, when the game system detects an accessory assembly command triggered for the virtual weapon, the game system responds to the accessory assembly command and controls the assembly of the target accessory to the corresponding accessory position of the virtual weapon, so that the virtual weapon obtains the functional characteristics provided by the target accessory.

[0064] Among them, the attachment assembly command is an operation command used to trigger the assembly of a target attachment to a virtual weapon. The attachment assembly command typically instructs the game system to perform the attachment assembly action, enabling the virtual weapon to establish an assembly relationship with the target attachment. Attachment assembly commands can be executed through clicks, swipes, long presses, and / or other operations. For example, by clicking the target attachment icon in the inventory interface, the player can trigger the attachment assembly command for the virtual weapon, thereby controlling the assembly of the target attachment to the virtual weapon.

[0065] like Figure 3 As shown in an exemplary application of this embodiment, a player is engaged in a shooting game. The first virtual character controlled by the player moves and searches for supplies in a certain area of ​​the game map. During the search, the first virtual character discovers a special magazine attachment. The player clicks the pick-up button on the screen to control the first virtual character to pick up the special magazine. Since the virtual weapon currently held by the first virtual character supports the attachment of this special magazine, the system responds to the attachment assembly command for the virtual weapon and controls the assembly of the special magazine to the magazine attachment position of the virtual weapon. After assembly, the virtual weapon is successfully equipped with the target attachment. At this time, the game system confirms that the virtual weapon is equipped with the target attachment and displays the bullet switching control corresponding to the virtual weapon in the game interface. The player can then switch between large-caliber and small-caliber bullets using this bullet switching control.

[0066] In a bullet switching method provided in one embodiment of this application, the accessory assembly command is triggered in at least one of the following ways: Step S3110: Control the picking of the target part and control the triggering of the part assembly command; Step S3120: In response to a target operation on a target accessory identifier in the backpack interface, an accessory assembly command is triggered.

[0067] The method provided in this implementation allows players to trigger accessory assembly commands in a variety of flexible ways. Whether it is automatically assembling by directly picking up the target accessory in the game scene or manually completing the assembly through the backpack interface, it provides players with a convenient way to manage accessories, thereby improving the interactive experience.

[0068] The above plan will be explained in detail below.

[0069] In step S3110, specifically, when the virtual character performs a pick-up action in the game scene and obtains the target accessory, the system automatically identifies the matching relationship between the target accessory and the currently held virtual weapon, and automatically triggers the accessory assembly command after confirming the match, thereby realizing the automatic assembly process of the target accessory to the virtual weapon.

[0070] Picking up items refers to the interactive behavior of a virtual character acquiring dropped items or resources within the game scene. It typically allows the virtual character to collect interactive items in the game environment and add them to their inventory or equip them directly. This picking up behavior can be achieved through clicks, swipes, long presses, and / or other actions. For example, with a click, when the virtual character approaches a target accessory in the game scene, the player can control the virtual character to pick up the accessory by clicking the pick-up button displayed on the game interface or directly clicking the icon of the target accessory, thus triggering the accessory's equipping command.

[0071] In an optional implementation, the pickup can be an automatic pickup behavior triggered after the virtual character enters the preset pickup range of the target accessory. When the system detects that the distance between the virtual character and the target accessory is less than the pickup threshold, it automatically executes the pickup logic and immediately triggers the accessory assembly command after the pickup is completed, assembling the special magazine onto the firearm currently held by the virtual character.

[0072] For example, such as Figure 4 As shown, the game interface displays an item pickup list, which includes special magazines and bullets. Players can click on the icon of the special magazine to complete the pickup operation. After the pickup is completed, the system will automatically trigger the accessory assembly command to equip the special magazine onto the virtual weapon currently held by the player.

[0073] In a specific application, such as Figure 4As shown, players control a virtual character to search for supplies during a game. When the distance between the virtual character and the special magazine is less than a preset pickup distance threshold, a pickup list is displayed on the game interface. When the player clicks the special magazine icon in the pickup list, the system controls the virtual character to perform a pickup action and obtain the special magazine. The system then automatically generates an attachment assembly command, which triggers the system to equip the special magazine into the magazine attachment slot of the player's currently held weapon. After the assembly is completed, the HUD area of ​​the game interface displays a bullet switching control, indicating that the player can switch between large-caliber and small-caliber bullets.

[0074] In step S3120, specifically, when a player opens the backpack interface and performs a target operation on the target accessory icon displayed therein, the system responds to the target operation and triggers an accessory assembly command, thereby realizing the function of manually managing accessory assembly through the backpack interface.

[0075] The inventory interface is an interactive interface used in games to display and manage the items owned by virtual characters. It typically provides entry points for functions such as viewing, organizing, using, and equipping items.

[0076] In an optional implementation, the backpack interface can be a combined backpack interface that simultaneously displays the virtual character's equipment slots and inventory slots. The equipment slots display the items currently equipped by the virtual character, and the inventory slots display available items in the backpack. For example, such as... Figure 5 As shown, during a game, after the player opens the backpack interface, the left side of the interface displays the virtual character's equipment model and each equipment slot, while the right side displays the item list in the backpack. After the player finds the target attachment icon for the special magazine in the item list, they can drag the target attachment icon to the magazine slot of the corresponding weapon in the left equipment bar. Releasing the icon will trigger the attachment assembly command.

[0077] The target accessory icon can be a visual graphic element used in the inventory interface to represent the target accessory. It typically serves to enable players to identify the target accessory and perform interactive actions on it.

[0078] In an alternative implementation, the target accessory identifier can be an icon thumbnail of the target accessory, which displays the appearance of the target accessory.

[0079] In an alternative implementation, the target accessory identifier may be a combined identifier that includes an accessory icon and accessory name text.

[0080] The target action can be an interactive operation performed by the player on a target accessory icon to trigger an accessory assembly command. This target action can be achieved through clicking, swiping, long-pressing, and / or other methods. For example, after finding the target accessory icon in the inventory interface, the player can drag it to trigger the accessory assembly command. The system will then respond to this click operation by assembling the target accessory onto the virtual weapon.

[0081] In one optional implementation, the target operation can be a double-click operation on a target attachment icon. The player triggers the assembly command by quickly and consecutively clicking the target attachment icon twice. For example, in a game, after opening the backpack interface, the player finds the target attachment icon for a special magazine. The player quickly double-clicks the target attachment icon, and the system detects the double-click operation, triggering the attachment assembly command to equip the special magazine to the virtual weapon currently held by the player. After assembly, the special magazine icon in the backpack interface moves to the corresponding slot in the equipment bar.

[0082] In an alternative implementation, the target operation can be a drag-and-drop operation targeting a target accessory icon, whereby the player triggers an assembly command by dragging the target accessory icon to the accessory slot of the target weapon.

[0083] In an alternative implementation, the target operation may be the operation of selecting an assembly option through a pop-up menu, where the player first triggers the menu display and then selects the assembly function.

[0084] like Figure 5 As shown, in a specific application, the player finds the target attachment icon for the special magazine in the inventory area. After the player drags the target attachment icon to the equipment slot of the virtual weapon in the equipment bar, the system responds to this target operation and triggers an attachment assembly command, moving the special magazine from the inventory area to the magazine slot of the weapon in the equipment bar. After assembly, the inventory interface closes, and the HUD area of ​​the game interface displays the bullet switching control (e.g., ...). Figure 3 (As shown).

[0085] In a bullet switching method provided in one embodiment of this application, switching the bullet type matched by the virtual firearm from a first bullet type to a second bullet type in response to a switching operation on the bullet switching control includes: Step S410: In response to the switching operation of the bullet switching control, a reload action is triggered; Step S420: After the reloading action is completed, the bullet type matched by the virtual firearm is switched from the first bullet type to the second bullet type.

[0086] The method provided in this embodiment connects the bullet type switching process by triggering a reload action when the user performs a switching operation on the bullet switching control. This makes the bullet type switching coordinated with the virtual character's actions, avoiding the abruptness caused by the instantaneous switching of bullet types, thereby improving the interactive experience.

[0087] The above plan will be explained in detail below.

[0088] In step S410, specifically, when the system detects that the user performs a switching operation on the bullet switching control displayed in the game interface, the system responds to the switching operation and triggers the virtual character to perform a reload action, so as to realize the preparation process for switching from the current bullet type to the target bullet type.

[0089] Among them, the reloading animation can be the animated behavior performed by a virtual character when switching bullet types. The reloading animation usually serves to visually present the process of switching bullet types, making the bullet type switching have reasonable time consumption and action performance, thus enhancing the realism and immersion of the game.

[0090] In one alternative implementation, the reloading action can be a sequence of magazine-changing animations performed by the virtual character, which includes the complete process of removing the old caliber bullet and loading the new caliber bullet. For example, when the player triggers a caliber switch, the reloading action performed by the virtual character includes: the character removing the current magazine from the weapon, taking out a bullet of the appropriate caliber from the waist and loading it into the weapon, and finally pulling the bolt to chamber a round. The entire sequence of actions lasts approximately 2 seconds.

[0091] In one alternative implementation, the reloading action can be a rapid reloading animation performed by the virtual character, optimized for caliber switching scenarios to shorten the switching time. For example, in shooting games, since special magazines support loading two caliber bullets, the reloading action can be represented as a simplified animation of the character adjusting the internal structure of the magazine, lasting about 1 second, allowing players to switch bullet types more quickly.

[0092] At the same time, the interface displays dynamic icons showing changes in bullet caliber.

[0093] It should be noted that the reloading action can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the reloading action can only use the standard magazine change animation sequence; or, the game can use different reloading actions according to different situations, using a complete reloading animation sequence in normal state and a fast reloading animation in emergency state, in order to balance the realism of the game and the smoothness of operation.

[0094] In step S420, specifically, after the virtual character's reloading action is completed, the system updates the currently matched bullet type of the virtual firearm from the first bullet type to the second bullet type, completing the actual switch of bullet type, so that the virtual firearm uses the second bullet type when performing subsequent attack actions.

[0095] The completion of the reload action marks the end of the reload animation performed by the virtual character. This completion typically signifies the completion of preparations for bullet type switching, allowing the system to execute the actual bullet type switching logic at that point, ensuring synchronization between animation and data status.

[0096] Switching the bullet type matched by the virtual weapon from the first bullet type to the second bullet type involves updating the bullet type attribute of the virtual weapon and loading the corresponding bullet configuration data processing procedure. Switching the bullet type matched by the virtual weapon typically changes the bullet type used in subsequent attacks by the virtual weapon, allowing it to execute attacks and produce corresponding damage effects according to the switched bullet type.

[0097] In one optional implementation, switching the bullet type matched to the virtual weapon from a first bullet type to a second bullet type may include updating the bullet type identifier of the virtual weapon and reloading the bullet configuration parameters. For example, in a shooting game, after the reload action is completed, the system updates the bullet type attribute of the virtual weapon from "7.62mm large caliber" to "5.56mm small caliber", and at the same time loads the configuration parameters such as damage value, rate of fire value, and magazine capacity corresponding to the small caliber bullet.

[0098] In an optional implementation, switching the bullet type for virtual weapon matching from a first bullet type to a second bullet type may include switching the bullet type and updating the bullet information display in the game interface. For example, as Figure 6 As shown, in shooting games, after the reload action is completed, the system switches the bullet type matched by the virtual firearm to small-caliber bullets, updates the current magazine capacity displayed in the HUD interface from 35 rounds to 45 rounds, and updates the bullet icon to the small-caliber bullet style.

[0099] In a bullet switching method provided in one embodiment of this application, When the bullet type matched with the virtual weapon is the second bullet type, control to prevent loading bullets of the first bullet type into the virtual weapon; When the bullet type matched with the virtual weapon is the first bullet type, control the system to prevent the installation of bullets of the second bullet type into the virtual weapon.

[0100] The method provided in this embodiment enables the system to automatically restrict the loading of bullets that are inconsistent with the currently matched bullet type after the player switches bullet types, thereby avoiding the problem of mixed bullet types due to accidental operation.

[0101] Specifically, when the type of bullet currently matched to a virtual weapon is determined to be the second type of bullet, the game system executes control logic to prevent the loading of bullets of the first type into the virtual weapon; correspondingly, when the type of bullet currently matched to a virtual weapon is determined to be the first type of bullet, the game system executes control logic to prevent the loading of bullets of the second type into the virtual weapon, thereby ensuring that the virtual weapon can only be loaded with bullets that are consistent with its currently matched type of bullet at any given time.

[0102] Among these, the "Control Reloading Prohibition" is a restrictive control command that the game system executes on the bullet loading behavior. It prevents bullets that are not of the currently matched bullet type from being loaded into the virtual weapon.

[0103] In an alternative implementation, controlling the reloading restriction can be achieved by disabling the auto-reloading function. For example, in a shooting game, when a player's virtual weapon is equipped with 7.62mm large-caliber bullets, if the player picks up 5.56mm small-caliber bullets, the system will automatically store the bullets in the backpack but will not trigger the auto-reloading process, ensuring that the virtual weapon is only loaded with 7.62mm large-caliber bullets.

[0104] In an alternative implementation, controlling the reloading restriction can be achieved by disabling the manual reloading operation. For example, in a shooting game, when a player opens the backpack interface and attempts to manually load 5.56mm small-caliber bullets into a virtual weapon currently matched with 7.62mm large-caliber bullets, the system detects a bullet type mismatch, refuses to perform the reloading operation, and displays the message "Cannot load this type of bullet in the current caliber mode".

[0105] In a specific application, a player controls a virtual character in a shooting game, wielding a weapon equipped with a special magazine. The weapon is currently configured to use 7.62mm ammunition. During combat, the player picks up several 5.56mm bullets. Because the weapon is currently configured to use 7.62mm ammunition, the system automatically stores the picked-up 5.56mm bullets in the player's inventory. However, the system prevents these 5.56mm bullets from being loaded into the virtual weapon; the virtual weapon remains loaded with 7.62mm ammunition. For example, when the player triggers a reload control (such as...), the system will not load these 5.56mm bullets into the virtual weapon. Figure 6 As shown, the system controls the loading of large-caliber bullets into the virtual weapon to replenish its ammunition.

[0106] Then, the player clicks the bullet switching control in the game interface, and the virtual character performs a reload. After the reload, the bullet type matched with the weapon changes from large-caliber bullets to small-caliber bullets. At this time, if the player picks up 7.62mm large-caliber bullets again, the system will also store the large-caliber bullets in the backpack, but the system will prevent the large-caliber bullets from being equipped to the virtual weapon, ensuring the consistency of the virtual weapon's loading in the current small-caliber bullet mode.

[0107] In one embodiment of this application, a bullet switching method further includes: Step S510: After the reload action is completed, a bullet type switching prompt is displayed on the game interface, which includes a description of the bullet caliber of the second bullet type.

[0108] The method provided in this embodiment enables players to promptly and accurately know that the bullet type matched by the current virtual firearm has changed after switching calibers through the bullet type switching prompt displayed in the game interface, and to clearly identify the specifications of the currently loaded bullet through the bullet caliber description, thereby avoiding operational confusion caused by players' inability to perceive the bullet type switching status.

[0109] Specifically, after the virtual character completes the reload action, the game system generates and displays a bullet type switching prompt in the game interface. This bullet type switching prompt carries a description of the bullet caliber corresponding to the second bullet type, so that players can intuitively know the bullet type that the virtual firearm has switched to.

[0110] Among them, the bullet type switching prompt is a visual cue displayed in the game interface to inform the player that the bullet type has changed. It usually serves to convey the bullet type status of the current virtual weapon to the player, help the player confirm that the caliber switching operation has taken effect, and improve the clarity of game interaction feedback.

[0111] In an optional implementation, the bullet type switching prompt can be a text prompt box that pops up in the central area of ​​the game interface. For example, in the application scenario of the bullet switching method, after the reload action is completed, a semi-transparent text prompt box pops up in the upper center of the game interface, displaying the text "Switched to [small caliber] bullets". The text prompt box disappears automatically after 2 seconds.

[0112] The bullet caliber description is a descriptive information used to characterize the bullet's size and specifications. It typically serves to clearly identify the physical specifications of the current bullet type, help players distinguish between different bullet types, and provide a reference for players to select the appropriate bullet.

[0113] In an alternative implementation, the bullet caliber can be described as a numerical value for the bullet diameter expressed in millimeters.

[0114] In an alternative implementation, the bullet caliber description can be a combination of a caliber value and a caliber type name.

[0115] In an optional implementation, the bullet caliber description can be a caliber identifier presented using a combination of icons and text. For example, in the application scenario of the bullet switching method, the bullet type switching prompt displayed after the reloading action is completed includes a bullet icon indicating a large-caliber bullet and the text "7.62mm" next to it.

[0116] In a bullet switching method provided in one embodiment of this application, the first bullet type and the second bullet type include: The first bullet type is a first-caliber bullet type, and the second bullet type is a second-caliber bullet type, wherein the first caliber and the second caliber are different.

[0117] The method provided in this embodiment enables virtual firearms to support switching between different caliber bullet types. Players can flexibly select the appropriate bullet caliber according to the actual combat scenario, thereby effectively solving the problem of poor combat experience caused by firearms only being able to use a single bullet caliber in the prior art.

[0118] Specifically, in scenarios where virtual firearms support switching between multiple caliber bullets, the first bullet type is configured as the first caliber bullet type, and the second bullet type is configured as the second caliber bullet type. Furthermore, the first caliber and the second caliber have numerical differences, enabling the virtual firearms to adapt to different caliber bullet specifications for attack behavior based on the player's switching operation.

[0119] The first caliber bullet type can be a specific diameter bullet type that can be loaded into the virtual firearm. It usually serves to provide the virtual firearm with shooting attributes that match that caliber, so that the virtual firearm can perform attack behavior according to the corresponding shooting parameters when loaded with bullets of that caliber.

[0120] The second caliber bullet type can be a different type of bullet with a different diameter than the first caliber that can be loaded into a virtual weapon. It typically provides the virtual weapon with differentiated shooting attributes compared to the first caliber bullet type, allowing players to experience different combat scenarios by switching to the second caliber bullet type.

[0121] The difference between the first and second calibers can be understood as a difference in the numerical parameters of the first and second calibers. This typically allows virtual firearms to exhibit differentiated combat attributes depending on the type of ammunition used, thus providing players with a wider range of tactical options.

[0122] In an optional implementation, the difference between the first caliber and the second caliber can be reflected in the difference in the size of the caliber values, with the first caliber value being larger than the second caliber value.

[0123] In other embodiments, the first bullet type and the second bullet type may also be bullets with different properties, such as having a burning effect or a freezing effect.

[0124] In one exemplary application of this embodiment, the first virtual character controlled by the player wields a virtual firearm in the game scene. This virtual firearm is equipped with a special magazine, and the game interface displays a bullet switching control. The player's inventory contains 7.62mm caliber bullets and 5.56mm caliber bullets. The 7.62mm caliber corresponds to the first bullet type (first caliber bullet type), and the 5.56mm caliber corresponds to the second bullet type (second caliber bullet type). The two calibers are numerically different. Currently, the virtual firearm is matched with the first caliber bullet type. After the player performs a switching operation using the bullet switching control, the virtual firearm's matched bullet type changes from the first caliber bullet type to the second caliber bullet type. After the player triggers an attack command, the virtual firearm performs an attack based on the second caliber bullet type.

[0125] In a bullet switching method provided in one embodiment of this application, the attack attributes of a virtual firearm when performing an attack based on a bullet of a second bullet type include: The second damage value and / or second rate of fire value of a virtual firearm when it performs an attack based on a bullet of the second bullet type are different from the first damage value and / or first rate of fire value of a virtual firearm when it performs an attack based on a bullet of the first bullet type.

[0126] The method provided in this embodiment enables bullets of different calibers to exhibit differentiated damage and rate of fire values ​​during attack, allowing players to flexibly choose the appropriate bullet type based on the actual needs of the combat scenario.

[0127] Specifically, when the virtual firearm is equipped with target accessories that support multiple caliber bullets, when the bullet type matched by the virtual firearm is the first bullet type, the virtual firearm has a corresponding first damage value and a first rate of fire value when performing an attack. When the bullet type matched by the virtual firearm is switched to the second bullet type, the virtual firearm has a corresponding second damage value and a second rate of fire value when performing an attack. The second damage value is different from the first damage value, and / or the second rate of fire value is different from the first rate of fire value.

[0128] Damage value can be the amount of health reduction inflicted on a target virtual object by a virtual weapon when it performs a single attack after being loaded with bullets.

[0129] The first damage value can be defined as the amount of health reduction inflicted on a target virtual object by a virtual weapon after it has loaded a bullet of the first bullet type and performs a single attack. Specifically, the first damage value is a numerical parameter representing the attack power of the bullet of the first bullet type.

[0130] The second damage value refers to the amount of health reduction inflicted on a target virtual object by a virtual weapon after it has loaded a second type of bullet and performs a single attack. Specifically, the second damage value is a numerical parameter representing the attack power of the second type of bullet.

[0131] In an optional implementation, the second damage value can be configured to be higher than the first damage value to reflect the high lethality of large-caliber bullets. For example, in shooting games, when a player switches a virtual weapon from 5.56mm to 7.62mm bullets, the damage per bullet increases from 35 to 48 points when the virtual weapon attacks a target virtual character, allowing the player to kill heavily armored targets more quickly.

[0132] The rate of fire value can be a parameter representing the number or frequency of bullets that a virtual firearm can fire per unit time after being loaded.

[0133] The first rate of fire value can be defined as the number or frequency of bullets that a virtual firearm can fire per unit time after being loaded with bullets of the first bullet type. Specifically, the first rate of fire value is a numerical parameter characterizing the firing frequency of bullets of the first bullet type.

[0134] The second rate of fire value can be defined as the number or frequency of bullets that the virtual firearm can fire per unit time after being loaded with bullets of the second bullet type. Specifically, the second rate of fire value is a numerical parameter characterizing the firing frequency of bullets of the second bullet type.

[0135] In an alternative implementation, the second rate of fire value can be configured to be lower than the first rate of fire value to reflect the recoil effect of large-caliber bullets. For example, in shooting games, when a player switches a virtual weapon from 5.56mm caliber bullets to 7.62mm caliber bullets, the virtual weapon's rate of fire decreases from 720 rounds per minute to 600 rounds per minute, and the player can clearly feel the increased firing interval when firing continuously.

[0136] In a bullet switching method provided in one embodiment of this application, the capacity for virtual firearm loading bullet caliber types includes: The capacity of a virtual firearm to load a first-caliber bullet is a first capacity threshold; the capacity of a virtual firearm to load a second-caliber bullet is a second capacity threshold, wherein the first capacity threshold is different from the second capacity threshold.

[0137] The method provided in this embodiment enables virtual firearms to have different capacity threshold configurations when loading different caliber bullets. Players can flexibly select bullet types based on the capacity differences corresponding to different caliber bullet types, combined with actual combat scenarios and personal usage preferences, thereby improving the interactive experience.

[0138] Specifically, when the virtual firearm is equipped with target accessories that support multiple caliber bullet types, the virtual firearm has corresponding capacity thresholds for different caliber bullet types. When the virtual firearm is loaded with bullets of the first caliber type, its maximum loading capacity is limited by the first capacity threshold; when the virtual firearm is loaded with bullets of the second caliber type, its maximum loading capacity is limited by the second capacity threshold, and there is a numerical difference between the first capacity threshold and the second capacity threshold.

[0139] The first capacity threshold can be the upper limit of the number of bullets that a virtual firearm can hold when loaded with first-caliber bullets. It typically limits the number of first-caliber bullets that a virtual firearm can load in a single operation, thereby enabling ammunition management when using first-caliber bullets.

[0140] In an alternative implementation, the first capacity threshold can be a fixed value that matches the physical characteristics of the first caliber bullet type. For example, in shooting games, when a virtual firearm is loaded with large-caliber bullets, the first capacity threshold can be set to 35 rounds because large-caliber bullets are larger in size, meaning the virtual firearm can load a maximum of 35 large-caliber bullets at a time.

[0141] The second capacity threshold can be considered as the upper limit of the number of bullets a virtual firearm can hold when loaded with second-caliber ammunition. It typically limits the number of second-caliber bullets a virtual firearm can load in a single operation, thus enabling ammunition management when using second-caliber ammunition.

[0142] In one alternative implementation, the second capacity threshold can be a fixed value that matches the physical characteristics of the second caliber bullet type. For example, in shooting games, when a virtual weapon is loaded with small-caliber bullets, the second capacity threshold can be set to 45 rounds because small-caliber bullets are smaller in size, meaning the virtual weapon can load a maximum of 45 small-caliber bullets at a time.

[0143] The first capacity threshold differs from the second capacity threshold, representing a numerical difference in the upper limit of capacity set for different caliber bullet types in virtual firearms. This typically serves to highlight the differentiated characteristics of different caliber bullet types, requiring players to consider the impact of capacity factors on their combat strategy when choosing different caliber bullet types.

[0144] In one embodiment of this application, a bullet switching method is provided, in which a virtual firearm is configured with a target accessory, which is configured to load either a bullet of a first caliber or a bullet of a second caliber.

[0145] The method provided in this embodiment enables virtual firearms to switch between multiple bullet types by configuring target accessories that can be loaded with different caliber bullets. This solves the problem of insufficient ammunition compatibility caused by firearms being able to use only a single bullet type in the prior art.

[0146] Specifically, in the game scenario, the virtual firearm can be equipped with a target accessory. This target accessory has the ability to adapt to different caliber bullet types and can be loaded with bullets of the first caliber type or bullets of the second caliber type according to the configuration, thereby making the virtual firearm diverse in terms of ammunition use.

[0147] Among them, target accessories can be firearm attachments with special ammunition compatibility functions. Target accessories usually serve to expand the ammunition compatibility of virtual firearms, enabling virtual firearms to break through the limitation of a single bullet type and support the loading of bullets of multiple calibers.

[0148] In one alternative implementation, the target accessory can be a special magazine, which differs from a regular magazine and has the ability to load dual-caliber bullets. For example, in a shooting game, the player-controlled virtual character acquires a virtual weapon equipped with a special magazine as a target accessory. This special magazine can be loaded with 7.62mm first-caliber bullets and 5.56mm second-caliber bullets, allowing the player to choose the appropriate bullet caliber based on the needs of the current combat scenario.

[0149] In one embodiment of this application, a bullet switching method further includes: Step S910: Obtain bullet type information from the backpack; Step S920: Determine the state of the bullet switching control based on the bullet type information.

[0150] The method provided in this embodiment enables the acquisition and analysis of the ammunition reserves in the backpack before switching ammunition types, thereby dynamically determining the display state of the ammunition switching control based on the actual ammunition type information. This approach avoids players performing invalid operations when the conditions for switching are not met, effectively improving the interactive experience.

[0151] In step S910, specifically, when the virtual firearm is equipped with target accessories and the game interface displays a bullet switching control, the bullet type information stored in the backpack can be obtained by reading the backpack data of the first virtual character. This bullet type information is used to characterize the type of bullets currently in the backpack.

[0152] The backpack can be used as storage space in the game to store various virtual items picked up or acquired by the first virtual character.

[0153] In one optional implementation, the backpack can be the main backpack space of the first virtual character, which has a preset capacity limit for storing various supplies picked up during the game. For example, after a game starts, the first virtual character moves in the game scene and picks up bullets scattered on the ground. The system stores the picked-up bullets in the main backpack space and updates the quantity record of the corresponding bullet type in the backpack data.

[0154] In one optional implementation, the backpack can be an ammunition backpack area associated with the virtual firearm, specifically designed to store various types of ammunition usable by the virtual firearm. For example, after the first virtual character equips a virtual firearm with target accessories, the system allocates a dedicated ammunition backpack area in the backpack interface. When the first virtual character acquires large-caliber or small-caliber ammunition, the ammunition is automatically categorized and stored in this ammunition backpack area.

[0155] The bullet type information can be data describing the type attributes of the bullets stored in the backpack. It typically indicates whether a specific type of bullet exists in the backpack and the holding status of each type, allowing the system to determine the status of subsequent controls based on this information.

[0156] In an optional implementation, the bullet type information can be type identifier information representing the caliber of bullets present in the backpack. For example, after reading the backpack data, the system generates bullet type information containing two type identifiers: "large caliber bullet" and "small caliber bullet". This information indicates that the first virtual character currently possesses both 7.62mm caliber bullets and 5.56mm caliber bullets.

[0157] In an optional implementation, the bullet type information can be quantity statistics containing the corresponding number of each bullet type. For example, when the system obtains bullet type information, it not only records the bullet type, but also counts the specific number of bullets of each type, generating bullet type information such as "large caliber bullets: 120 rounds, small caliber bullets: 0 rounds", which indicates that the backpack only contains large caliber bullets.

[0158] It should be noted that the bullet type information can be only one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, when the bullet type information is only type identification information, the system determines which types of bullets are present in the backpack based on the type identification; when the bullet type information is both type identification information and quantity statistics information, the system can not only determine the existence of bullet types, but also determine the sufficiency of each type of bullet based on the quantity statistics information, thereby enabling more refined control state settings.

[0159] In step S920, specifically, after obtaining the bullet type information in the backpack, the display state of the bullet switching control in the game interface can be determined based on the bullet holding status represented by the bullet type information, so that the state of the bullet switching control matches the bullet reserve status in the backpack.

[0160] The state of the bullet switching control refers to its interactive state as presented in the game interface. It typically serves to indicate to the player controlling the first virtual character whether a bullet type switching operation is currently possible, allowing the player to decide whether to perform the switching operation based on the control's state.

[0161] In an optional implementation, the bullet switching control can be in an operable state, which indicates that the bullet switching control is currently able to respond to switching operations. When the bullet switching control is in an operable state, the operator can trigger the bullet type switching process by clicking the control.

[0162] In an optional implementation, the bullet switching control can be in an inoperable state, indicating that the bullet switching control is currently unable to respond to switching operations. For example, when the system determines that the backpack only contains large-caliber bullets based on bullet type information, the bullet switching control is set to an inoperable state. In this case, the bullet switching control is displayed in gray or with reduced transparency, and the system does not respond to any switching action when the operator clicks the control.

[0163] In an optional implementation, the bullet switching control can be in a display state with a default type indicator, which indicates both operability and the currently default matching bullet type. For example, if the system determines that there are no bullets of any type in the backpack based on bullet type information, the bullet switching control is set to an inoperable state, and "large caliber" is displayed on the control as the default type indicator, indicating that when bullets are obtained from the backpack, large caliber bullets will be matched first.

[0164] It should be noted that the state of the bullet switching control can be only one of the above embodiments, or it can be multiple of the above embodiments at the same time.

[0165] In a specific application, after obtaining bullet type information, the system parses the information and determines the bullet holding status in the backpack. When the parsing result shows that the first virtual character has both large-caliber and small-caliber bullets in their backpack, the system determines the bullet switching control to be operable. The bullet switching control is displayed in the game interface in a clickable form, and the bullet type matched by the virtual firearm is set to large-caliber bullets by default. The operator can switch between large-caliber and small-caliber bullets by clicking the bullet switching control.

[0166] In a bullet switching method provided in one embodiment of this application, determining the state of the bullet switching control based on bullet type information includes at least one of the following: Step S1010: When the bullet type information indicates that the backpack only has bullets of the first bullet type or bullets of the second bullet type, set the bullet switching control to an inoperable state and set the bullet type of the virtual firearm to the first bullet type or the second bullet type. Step S1020: When the bullet type information indicates that there are no bullets of the first bullet type and bullets of the second bullet type in the backpack, the bullet switching control is set to an inoperable state, and the bullet type matched by the virtual gun is set to the first default type, wherein the first default type is either the first bullet type or the second bullet type. Step S1030: When the bullet type information indicates that the backpack contains bullets of both the first and second bullet types, the bullet switching control is set to an operable state, and the bullet type matched by the virtual weapon is set to the second default type, wherein the second default type is either the first bullet type or the second bullet type.

[0167] The method provided in this embodiment can intelligently determine the state of the bullet switching control based on the number of bullets held in the backpack. When the player holds only a single type of bullet or no bullets at all, setting the bullet switching control to an inoperable state can prevent the player from making invalid switching operations, thereby reducing the trouble caused by misoperation. When the player holds two types of bullets at the same time, setting the bullet switching control to an operable state provides the player with the ability to flexibly switch bullet types, allowing the player to choose the appropriate bullet type according to actual combat needs, thereby improving the interactive experience and game richness. At the same time, through intelligent judgment and automatic setting of the state, the complexity of user operation is effectively reduced, and the computer interaction problem of mismatch between the state of the interactive control and the actual operability is solved.

[0168] The above plan will be explained in detail below.

[0169] In step S1010, specifically, after obtaining the bullet type information in the backpack, the system analyzes and judges the bullet type information. When the judgment result shows that there is only one type of bullet in the backpack, since the preconditions for switching are not met, the interactive state of the bullet switching control is adjusted to an inoperable state. At the same time, the bullet type currently matched by the virtual gun is set to the seed bullet type actually possessed in the backpack, so as to ensure that the virtual gun can use the existing bullets to attack normally.

[0170] The bullet type information can be data identifying the type of bullets stored in the backpack and their corresponding quantities. It typically reflects the player's current ammunition reserves, allowing the system to determine the appropriate state for the bullet switching control.

[0171] The "unresponsive" state refers to a restricted interaction state of the bullet switching control on the interface. In this state, the user cannot trigger the switching of bullet types by operating the control. It typically serves to inform the user that the conditions for switching are not currently met, preventing the user from performing unnecessary actions.

[0172] In an alternative implementation, the inoperable state can be represented by adjusting the visual style of the bullet switching control to gray or semi-transparent.

[0173] In an alternative implementation, the inoperable state can be achieved by disabling the click response function of the bullet switching control, that is, when the user performs a click operation on the control in this state, the system does not trigger any response event.

[0174] Furthermore, the bullet switching control displays the bullet type information currently matched by the virtual weapon. For example... Figure 7 As shown, if the backpack currently only contains small-caliber bullets, the bullet type information of "small-caliber" will be displayed on the bullet switching control. At the same time, compared with the bullet switching control in the operable state, the bullet switching control in the inoperable state lacks the display of the operable state indicator.

[0175] In step S1020, specifically, after analyzing the acquired bullet type information, if the judgment result shows that there are neither bullets of the first bullet type nor bullets of the second bullet type in the backpack, that is, the player does not currently possess any bullets that can be used by the virtual weapon, then the system sets the bullet switching control to an inoperable state and presets the bullet type matched by the virtual weapon as the first default type, so that the player can directly load and use the corresponding type of bullets when they subsequently obtain them.

[0176] The first default type is the bullet type configuration pre-set by the system for virtual weapons when there are no bullets in the inventory. It usually serves as a type benchmark for subsequent bullet reloading, allowing the system to determine whether to switch types after the player acquires bullets.

[0177] In an alternative implementation, the first default type can be configured as a first bullet type, i.e., a large-caliber bullet type; or it can be configured as a second bullet type, i.e., a small-caliber bullet type.

[0178] In one specific application, when a player first enters a game and lands their virtual character on the game map, their inventory is empty, containing neither large-caliber nor small-caliber ammunition. After the player picks up a virtual weapon equipped with a special magazine, the system retrieves the ammunition type information from the inventory and determines that there are no ammunition in the inventory. It then disables the ammunition switching control in the game interface, displaying it in gray and indicating that the default is large-caliber ammunition (the display method is described in [reference]). Figure 7 (The system displays an icon indicating that the controls are inoperable). At the same time, the system presets the bullet type for the virtual weapon to be large-caliber bullets as the first default type, waiting for the player to pick up bullets later.

[0179] In step S1030, specifically, after analyzing the acquired bullet type information, if the judgment result shows that there are bullets of both the first bullet type and the second bullet type in the backpack, that is, the player currently holds two types of bullets, the system sets the bullet switching control to an operable state, so that the player can switch between the two bullet types by operating the control. At the same time, the bullet type matched by the virtual gun is initially set to the second default type, providing the player with an initial bullet type configuration.

[0180] The operable state can be an interactive state presented on the interface of the bullet switching control, in which the user can trigger the switching of bullet types by performing operations on the control.

[0181] In an alternative implementation, the operable state can be presented by adjusting the visual style of the bullet switching control to a highlighted effect, for example by using bright colors or adding lighting effects, to distinguish it from the gray display style of the inoperable state.

[0182] In an optional implementation, the operability status can be indicated by displaying a current bullet type indicator and a switchable prompt on the bullet switching control. For example, displaying "currently small caliber" with a switching circular arrow icon on the control visually indicates to the user that the control is currently operable and supports switching. Figure 7 As shown.

[0183] The second default type is the initial bullet type configuration set by the system for the virtual weapon when two bullet types are present in the inventory. It typically provides players with an initial bullet type selection, allowing them to use the default type of bullet for attacks before actively switching.

[0184] In an alternative implementation, the second default type can be configured as the first bullet type, i.e., the large-caliber bullet type, or it can be configured as the second bullet type, i.e., the small-caliber bullet type.

[0185] In one optional implementation, the second default type can be dynamically configured based on the current quantity of both bullet types. The system sets the bullet type with a larger quantity as the second default type to extend the player's continuous combat time before switching. For example, if the system detects that the player has 50 large-caliber bullets and 150 small-caliber bullets in their backpack, it will configure the second default type as small-caliber bullets, allowing the player to make full use of the larger quantity of small-caliber bullets.

[0186] It should be noted that in this embodiment, the first default type and the second default type are the same, that is, they can both be the first bullet type. In other embodiments, the first default type and the second default type may also be different.

[0187] In one exemplary application of this embodiment, a player controls a virtual character equipped with a virtual weapon featuring a special magazine to enter a game. Initially, the player's inventory contains no ammunition, and the ammunition switching control displayed on the game interface is grayed out and inoperable. The virtual weapon's ammunition type is preset to large-caliber ammunition. Subsequently, the player picks up several large-caliber ammunition on the map. The system re-acquires the ammunition type information and determines that the inventory only contains large-caliber ammunition. The ammunition switching control remains inoperable, and the virtual weapon's ammunition type is set to large-caliber ammunition. After the player continues exploring and picks up small-caliber ammunition, the system again acquires the ammunition type information and determines that the inventory contains both types of ammunition. The system then makes the ammunition switching control operable and highlights it. The virtual weapon's ammunition type is set to large-caliber ammunition as the second default type. The player can then freely switch between large-caliber and small-caliber ammunition by clicking the ammunition switching control to adapt to different combat needs.

[0188] In one embodiment of this application, a bullet switching method further includes: Step A: In response to acquiring bullets, control updates the number of spare bullets for the acquired bullets; Step B: If the backpack does not contain bullets of the first bullet type and bullets of the second bullet type, and the bullet type of the acquired bullet is different from the first default type, control the loading of the acquired bullet into the virtual weapon, and set the bullet type matched by the virtual weapon to the bullet type of the acquired bullet. Step C: If the backpack contains only bullets of the first bullet type or the second bullet type, and the type of the bullets in the backpack is different from the second default type, or if the type of the acquired bullets is the same as the second default type, control the loading of the acquired bullets into the virtual weapon, set the bullet switching control to an operable state, and set the bullet type matched by the virtual weapon to the second default type.

[0189] The method provided in this embodiment enables players to intelligently reload and switch bullet types based on the current bullet holding status in their backpack when acquiring bullets. When there are no usable bullets in the backpack, the system can automatically load newly acquired bullets into the virtual weapon and switch to the corresponding bullet type. When the backpack only has one type of bullet and it is different from the default type, acquiring the default type of bullets can automatically activate the bullet switching control and complete the bullet type switch, thereby reducing the tedious steps of manual operation for players and improving the interactive experience.

[0190] The above plan will be explained in detail below.

[0191] In step A, specifically, when a virtual character is detected acquiring bullets in the game scene, the system responds to the acquisition behavior by updating the reserve quantity of the corresponding bullet type in the virtual character's backpack, adding the newly acquired bullet quantity to the original reserve quantity of bullets, so as to ensure that the bullet quantity information in the backpack is consistent with the actual acquisition situation.

[0192] Acquiring bullets can refer to the act of a virtual character obtaining bullet items through picking them up, purchasing them, receiving them as rewards, or other means. This typically serves to replenish the virtual character's ammunition reserves and provide ammunition support for subsequent attacks.

[0193] The reserve ammunition quantity refers to the number of bullets stored in the backpack that have not yet been loaded into the virtual weapon's magazine. It typically indicates the current ammunition reserves that the virtual character possesses for subsequent reloading.

[0194] In one specific application, a player controls a virtual character equipped with a firearm featuring a special magazine to move around the game map. When the virtual character approaches a pile of 7.62mm caliber bullets scattered on the ground, the player clicks the pick-up button. The system responds to this bullet acquisition operation, detecting that the acquired bullets are 7.62mm caliber bullets and that there are 40 rounds. Subsequently, the system updates the number of spare 7.62mm caliber bullets in the backpack from the original 60 rounds to 100 rounds. At the same time, the number of spare 7.62mm caliber bullets displayed in the HUD area of ​​the game interface is also updated from 60 to 100.

[0195] In step B, specifically, when it is detected that there are neither bullets of the first bullet type nor bullets of the second bullet type in the backpack, the system determines whether the bullet type of the newly acquired bullet is different from the first default type. If the bullet type of the newly acquired bullet is different from the first default type, the system controls the loading of the newly acquired bullet into the magazine of the virtual weapon and switches the bullet type currently matched by the virtual weapon from the first default type to the bullet type of the newly acquired bullet.

[0196] The situation where the backpack contains neither Type 1 nor Type 2 bullets indicates that the virtual character has run out of ammunition. This typically signifies that the virtual character is currently out of ammunition and needs to acquire more bullets to continue attacking.

[0197] In an alternative implementation, the absence of bullets of the first and second bullet types in the backpack can be the initial state at the start of the game, where the virtual character has not yet picked up any bullets.

[0198] In an alternative implementation, the absence of both types of bullets in the backpack can be a scenario where the virtual character has exhausted both types of bullets after an intense battle.

[0199] Among these features, controlling the loading of acquired bullets into the virtual weapon allows the system to automatically load newly acquired bullets into the virtual weapon's magazine. This typically enables the virtual weapon to quickly enter an attackable state without manual player intervention under specific conditions.

[0200] In one optional implementation, controlling the loading of acquired bullets into the virtual weapon can be a process that completes the loading after triggering a reload action. For example, in a shooting game, when there are no bullets in the backpack and the player acquires 5.56mm caliber bullets, the system automatically triggers the virtual character's reload action. The virtual character performs a sequence of actions: taking out the magazine, loading bullets, and inserting the magazine. After the reload action is completed, the 5.56mm caliber bullets are loaded into the virtual weapon's magazine.

[0201] In one alternative implementation, controlling the loading of acquired bullets into the virtual weapon can be an instantaneous loading process without the need for a reload. For example, in shooting games, when there are no bullets in the backpack and the player acquires 5.56mm caliber bullets, the system instantly loads the 5.56mm caliber bullets into the virtual weapon's magazine, without requiring a reload animation, and the virtual weapon immediately enters an attackable state.

[0202] Furthermore, after loading bullets, the bullet type of the currently loaded bullet is displayed via a bullet switching control, for example, "small caliber". Figure 6 As shown.

[0203] In step C, specifically, when it is detected that there are only bullets of the first bullet type or only bullets of the second bullet type in the backpack, the system determines whether the bullet type of the only bullet in the backpack is different from the second default type. If the bullet type of the only bullet in the backpack is different from the second default type, it further determines whether the bullet type of the newly acquired bullet is the same as the second default type. If the bullet type of the newly acquired bullet is the same as the second default type, the system controls the loading of the newly acquired bullet into the magazine of the virtual weapon, sets the bullet switching control from an inoperable state to an operable state, and sets the bullet type matched by the virtual weapon to the second default type.

[0204] In one exemplary application of this embodiment, a player controls a virtual character equipped with a firearm with a special magazine to enter a shooting game. There are neither 7.62mm caliber bullets nor 5.56mm caliber bullets. The bullet type matched by the virtual firearm is the first default type, namely 7.62mm caliber bullets. The bullet switching control is displayed as "large caliber" by default and is in an inoperable state. The player controls a virtual character who picks up 50 rounds of 5.56mm ammunition. In response to the acquisition, the system first updates the reserve quantity of 5.56mm ammunition to 50 rounds. Then, it detects that the backpack does not contain ammunition of the first and second ammunition types, and that the acquired 5.56mm ammunition type is different from the first default type, 7.62mm ammunition. The system automatically triggers the virtual character to reload. After the reload, 45 rounds of 5.56mm ammunition are loaded into the virtual weapon, with 5 rounds reserved as spares. The ammunition type matched to the virtual weapon is set to 5.56mm ammunition. The ammunition switching control is updated to "small caliber" but remains inoperable. The player then controls the virtual character to continue moving and picks up 40 rounds of 7.62mm ammunition from the ground. In response to the ammunition acquisition, the system first updates the reserve of 7.62mm ammunition to 40 rounds. Then, it detects that the inventory only contains 5.56mm ammunition, and that the 5.56mm ammunition type is different from the second default type of 7.62mm ammunition. Since the acquired 7.62mm ammunition is of the same type as the second default type, the system automatically triggers the virtual character's reload animation. After completing the process, load 35 rounds of 7.62mm caliber bullets into the virtual weapon, leaving 5 rounds as spares. Set the bullet switching control to be operable and display it in the normal color. The game interface displays the message "Caliber switching is activated, switched to large caliber bullets". Set the bullet type matched to the virtual weapon to 7.62mm caliber bullets, and the bullet switching control displays "Large Caliber". At this time, players can freely switch between 7.62mm caliber bullets and 5.56mm caliber bullets by clicking the bullet switching control.

[0205] In one embodiment of this application, a bullet switching method further includes: Step S1110: When the number of spare bullets corresponding to the current bullet type of the virtual firearm is detected to meet the first quantity threshold, if the first virtual character has bullets of another bullet type, the reloading action is automatically triggered. The other bullet type is the bullet type other than the current bullet type among the first bullet type and the second bullet type. Step S1120: After the reloading action is completed, the bullet type matched by the virtual firearm is switched from the current bullet type to another bullet type.

[0206] The method provided in this embodiment enables the system to automatically detect whether the first virtual character has ammunition of another type when the number of spare ammunition of the currently used type of virtual firearm is insufficient, and to automatically trigger a reload action to switch the ammunition type when the conditions are met. This avoids the tedious operation of players having to manually switch when a certain type of ammunition is exhausted during intense battles, and effectively improves the interactive experience.

[0207] The above plan will be explained in detail below.

[0208] In step S1110, specifically, the game system monitors in real time the number of spare bullets corresponding to the type of bullet currently matched by the virtual firearm. When the number of spare bullets reaches a preset first quantity threshold, it further determines whether the first virtual character holds bullets of another type of bullet different from the current bullet type. If it does, it automatically triggers a reload action to prepare to switch to another bullet type.

[0209] The current bullet type refers to the type of bullet that the virtual weapon is matched with and used to perform the attack at the current moment in the game. It usually serves to identify the current reload status of the virtual weapon and determine the ammunition attributes used for the attack.

[0210] The number of spare bullets can be the number of bullets of the same type as the current bullets stored in the backpack of the first virtual character, for example, the remaining number of stored bullets.

[0211] The first quantity threshold can be a preset critical value for the number of spare bullets used to determine whether to trigger the automatic reloading action. It usually serves as a condition for triggering automatic switching of bullet type.

[0212] In an optional implementation, the first quantity threshold can be a zero value threshold. For example, in a shooting game, when the number of spare 7.62mm caliber bullets in the backpack of the first virtual character drops to 0, the condition of the first quantity threshold is met. After detecting that the number of spare bullets is zero, the system determines whether it has bullets of another type to trigger an automatic reload action.

[0213] In an optional implementation, the first quantity threshold can be a warning quantity threshold. For example, in a shooting game, the first quantity threshold is set to 5 rounds. When the number of spare rounds of the current bullet type in the backpack of the first virtual character drops to 5 rounds or less, the condition of the first quantity threshold is met, and the system detects this in advance and triggers an automatic reload action when another bullet type is held.

[0214] In one optional implementation, the first quantity threshold can be a magazine capacity-related threshold. For example, in a shooting game, the maximum capacity of a virtual firearm to load large-caliber bullets in a single load is 35 rounds. The first quantity threshold is set to a value equal to or less than the magazine capacity in a single load, such as 35 rounds. When the reserve quantity drops to 35 rounds or less and the current magazine is empty and needs to be reloaded, the automatic reloading logic is triggered when the condition of the first quantity threshold is met.

[0215] The first virtual character can be a virtual character object controlled by the player in the game.

[0216] The other bullet type can be any bullet type other than the current bullet type, chosen from the first and second bullet types. It typically serves as the target bullet type for automatic reloading. For example, in a shooting game, if the virtual weapon is currently using 7.62mm large-caliber bullets, the other bullet type would be 5.56mm small-caliber bullets. When the system detects that the first virtual character's inventory contains 5.56mm bullets, it will use this small-caliber bullet type as the target type for automatic reloading.

[0217] The automatic reload action is a behavior triggered automatically by the game system when preset conditions are met. It typically allows players to prepare for bullet type switching without manual intervention from the player.

[0218] In one specific application, the first virtual character in a shooting game wields a virtual firearm equipped with a special magazine, currently using 7.62mm large-caliber ammunition. During intense combat, the first virtual character continuously fires, consuming 7.62mm ammunition. The system monitors the number of spare 7.62mm ammunition in the character's inventory in real time. When the spare quantity gradually decreases from the initial 100 rounds to a first threshold (e.g., 0 rounds), the system detects that the first virtual character's inventory contains another type of ammunition, 5.56mm small-caliber ammunition. At this point, the system automatically triggers a reload animation, and the first virtual character begins the reload animation, preparing to switch to small-caliber ammunition to continue the battle without the player needing to manually click the ammunition switching control.

[0219] In step S1120, specifically, after the first virtual character completes the reloading action, the game system switches the bullet type matched by the virtual gun from the previous current bullet type to another bullet type, so that the virtual gun will use the other bullet type when performing subsequent attack actions.

[0220] Furthermore, after the reloading action is completed, the virtual weapon is loaded with bullets of a second type.

[0221] The method provided in this embodiment enables the virtual weapon to switch from the first bullet type to the second bullet type after the player triggers the caliber switching operation or the system automatically triggers the reloading action. It also ensures that the virtual weapon is in a state where it can use the second bullet type to attack immediately after the reloading action is completed. This avoids the cumbersome process of the player having to perform an additional reloading operation after switching bullet types, and improves the smoothness of the interactive experience.

[0222] Specifically, when the player performs a switching operation on the bullet switching control, or when the system detects that the number of spare bullets corresponding to the current bullet type meets the preset conditions and automatically triggers the reload action, the virtual character performs the reload action. After the reload action is completed, the bullet type loaded in the virtual weapon changes to the second bullet type, and the virtual weapon is in a ready state to perform attack behavior based on the second bullet type.

[0223] In this context, the virtual firearm being loaded with a second type of ammunition can mean that the magazine or chamber of the virtual firearm is already loaded with a second type of ammunition and is in a ready-to-fire state. This typically serves to indicate that the reloading process is complete and that the virtual firearm is ready to carry out an attack.

[0224] In one specific application, a player controls a virtual character in a shooting game. This virtual character is equipped with a virtual weapon with a specially designed magazine, currently loaded with 5.56mm small-caliber ammunition. When encountering a distant enemy, the player clicks a bullet switching control displayed on the game interface, triggering a switch from 5.56mm to 7.62mm large-caliber ammunition. In response, the virtual character reloads, removing the current magazine and inserting a magazine containing 7.62mm ammunition. After the reload, the virtual weapon is loaded with 7.62mm ammunition, displaying 35 rounds in the magazine. The player's inventory of spare large-caliber ammunition decreases accordingly, allowing the virtual weapon to utilize the high damage output of the large-caliber ammunition to attack distant enemies.

[0225] In one exemplary application of this embodiment, a player controls a virtual character in a shooting game's combat scenario. This virtual character is equipped with a virtual firearm that supports switching between multiple caliber bullets and features a special magazine. The current virtual firearm uses 5.56mm small-caliber bullets, and the player's inventory contains both 5.56mm and 7.62mm large-caliber bullets. The player clicks a bullet switching control displayed on the game interface, triggering a switching operation. In response to this switching operation, the system triggers a reload animation, and the virtual character performs a magazine change animation. After the reload animation, the virtual firearm is loaded with 7.62mm large-caliber bullets, and the magazine count displayed on the game interface is updated to 35 rounds. The reserve ammunition display is updated to show the remaining large-caliber bullets in the inventory. At this point, the player triggers an attack command against an enemy target, and the virtual firearm executes the attack using the 7.62mm large-caliber bullets, firing bullets with high damage.

[0226] In one embodiment of this application, a bullet switching method further includes: Step S1310: In response to the accessory replacement command for the virtual weapon, the target accessory is removed from the virtual weapon; Step S1320: Cancel the display of the bullet switching control.

[0227] The method provided in this embodiment enables players to remove the target accessory from the virtual weapon when they need to change the accessory. After removing the target accessory, the bullet switching control is automatically canceled, thus preventing players from accidentally triggering the caliber switching operation when the virtual weapon is not equipped with the target accessory, which would lead to abnormal operation and effectively improve the player's interactive experience during the game.

[0228] The above plan will be explained in detail below.

[0229] In step S1310, specifically, when a component replacement command triggered for the virtual firearm is detected, the control unloads the target component currently mounted on the virtual firearm, so that the target component is separated from the component mounting position of the virtual firearm.

[0230] Among them, the accessory replacement command can be an operation command used to trigger the unloading or replacement of accessories. It usually has the function of controlling the removal or replacement of accessories already installed on virtual firearms.

[0231] In one alternative implementation, the attachment replacement command can be a command triggered by an unloading operation of a virtual weapon attachment slot in the backpack interface. For example, during a game, after a player opens the backpack interface, they click on the special magazine icon displayed in the magazine slot corresponding to the virtual weapon, triggering an attachment replacement command. In response to this command, the system controls the removal of the special magazine from the virtual weapon, and the removed special magazine is returned to the attachment storage area of ​​the backpack.

[0232] In one alternative implementation, the accessory replacement command can be a command triggered by dragging and dropping virtual weapon accessories. For example, during a game, after a player opens the backpack interface, they can trigger an accessory replacement command by long-pressing the icon of a special magazine already equipped on a virtual weapon and dragging it to the backpack area. In response to this accessory replacement command, the system controls the removal of the special magazine from the virtual weapon and its placement in the backpack.

[0233] It should be noted that the attachment replacement command can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the attachment replacement command can be triggered only by unloading the virtual weapon attachment slot in the backpack interface; or, the attachment replacement command can be triggered by unloading the virtual weapon attachment slot in the backpack interface, by dragging the virtual weapon attachment, or by selecting the unload option in the attachment shortcut menu. Players can choose any one or more methods to trigger the attachment replacement command according to their own operating habits.

[0234] In step S1320, specifically, after the target accessory is removed from the virtual weapon, the display of the bullet switching control corresponding to the virtual weapon is canceled in the game interface, so that the bullet switching control is no longer displayed in the game interface.

[0235] In one embodiment of this application, a bullet switching method further includes: Step S1410: After the bullet type matched by the virtual weapon is switched from the first bullet type to the second bullet type, update the game attribute parameters of the virtual weapon.

[0236] The method provided in this embodiment enables the system to automatically update various game attribute parameters of the virtual weapon after the player switches bullet types using the bullet switching control. This ensures that the attack behavior of the virtual weapon after switching bullet types accurately reflects the attribute characteristics such as damage value, rate of fire, and magazine capacity corresponding to the new bullet type.

[0237] Specifically, after the virtual weapon completes the switch from the first bullet type to the second bullet type, the system responds to the switch completion event by updating the game attribute parameters associated with the virtual weapon accordingly, so that the current attribute state of the virtual weapon is consistent with the matched second bullet type.

[0238] Among them, game attribute parameters can be a set of various numerical parameters related to the combat performance of virtual weapons. Game attribute parameters are used to characterize the attack capabilities and usage characteristics of virtual weapons when matched with specific bullet types. Their role is to ensure that virtual weapons can output the correct combat effects based on the currently matched bullet type when performing attack actions.

[0239] In an optional implementation, the game attribute parameters may include a damage value parameter for the virtual weapon, which is used to determine the base damage value that the virtual weapon inflicts on the target with each attack.

[0240] In an alternative implementation, the game attribute parameters may include a rate of fire parameter for the virtual weapon, which is used to determine the firing frequency of the virtual weapon per unit time.

[0241] In an alternative implementation, the game attribute parameters may include the magazine capacity parameter of the virtual weapon, which is used to determine the maximum number of bullets that the virtual weapon can load in a single charge.

[0242] It should be noted that the game attribute parameters may be only one of the above implementation methods, or they may be multiple of the above implementation methods.

[0243] refer to Figure 8 As shown, this disclosure provides a bullet switching device, the device comprising: The control display module is used to display the bullet switching control in the game interface; The switching module is used to respond to the switching operation of the bullet switching control and switch the bullet type matched by the virtual firearm from the first bullet type to the second bullet type. The attack module is used to respond to attack commands and control the virtual weapon to perform attack behavior based on bullets of the second bullet type.

[0244] The apparatus provided in this disclosure has the following technical effects: This allows players to flexibly switch the type of bullet used by virtual weapons based on their current ammunition resources or tactical needs, solving the technical problem of weapons being unusable due to a lack of matching ammunition in related technologies.

[0245] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0246] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0247] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.

[0248] Specifically, a bullet switching control is displayed in the game interface; in response to the switching operation of the bullet switching control, the bullet type matched by the virtual weapon is switched from the first bullet type to the second bullet type; in response to the attack command, the virtual weapon is controlled to perform attack behavior according to the second bullet type.

[0249] Optionally, displaying the bullet switching control in the game interface includes: determining that the virtual weapon is configured with a target attachment, and displaying the bullet switching control corresponding to the virtual weapon in the game interface, wherein the target attachment is configured to load bullets of the first bullet type or equip bullets of the second bullet type.

[0250] Optionally, before determining that the virtual weapon is equipped with the target accessory, the method further includes: in response to an accessory assembly command for the virtual weapon, controlling the assembly of the target accessory to the virtual weapon.

[0251] Optionally, the accessory assembly command is triggered in at least one of the following ways: controlling the picking of a target accessory and controlling the triggering of the accessory assembly command; or triggering the accessory assembly command in response to a target operation on a target accessory identifier in the backpack interface.

[0252] Optionally, in response to a switching operation on the bullet switching control, switching the bullet type matched by the virtual firearm from the first bullet type to the second bullet type includes: in response to a switching operation on the bullet switching control, triggering a reload action; and after the reload action is completed, switching the bullet type matched by the virtual firearm from the first bullet type to the second bullet type.

[0253] Optionally, when the bullet type matched with the virtual firearm is the second bullet type, the loading of bullets of the first bullet type into the virtual firearm is prohibited; when the bullet type matched with the virtual firearm is the first bullet type, the loading of bullets of the second bullet type into the virtual firearm is prohibited.

[0254] Optionally, the method further includes: displaying a bullet type switching prompt in the game interface after the reload action is completed, wherein the bullet type switching prompt includes a description of the bullet caliber of the second bullet type.

[0255] Optionally, the first bullet type is a first caliber bullet type, and the second bullet type is a second caliber bullet type, wherein the first caliber and the second caliber are different.

[0256] Optionally, the second damage value and / or second rate of fire value when the virtual weapon performs an attack based on a bullet of the second bullet type is different from the first damage value and / or first rate of fire value when the virtual weapon performs an attack based on a bullet of the first bullet type.

[0257] Optionally, the capacity of the virtual firearm to load a first caliber bullet is a first capacity threshold; the capacity of the virtual firearm to load a second caliber bullet is a second capacity threshold, wherein the first capacity threshold is different from the second capacity threshold.

[0258] Optionally, the virtual weapon is equipped with a target accessory, which is configured to load either first-caliber or second-caliber bullets.

[0259] Optionally, the method further includes: obtaining bullet type information in the backpack; and determining the state of the bullet switching control based on the bullet type information.

[0260] Optionally, determining the state of the bullet switching control based on the bullet type information includes at least one of the following: when the bullet type information indicates that the backpack contains only bullets of the first bullet type or bullets of the second bullet type, the bullet switching control is set to an inoperable state, and the bullet type matched by the virtual weapon is set to the first bullet type or the second bullet type; when the bullet type information indicates that the backpack does not contain bullets of the first bullet type or bullets of the second bullet type, the bullet switching control is set to an inoperable state, and the bullet type matched by the virtual weapon is set to a first default type, wherein the first default type is the first bullet type or the second bullet type; when the bullet type information indicates that the backpack contains both bullets of the first bullet type and bullets of the second bullet type, the bullet switching control is set to an operable state, and the bullet type matched by the virtual weapon is set to a second default type, wherein the second default type is the first bullet type or the second bullet type.

[0261] Optionally, the method further includes: in response to acquiring bullets, controlling the updating of the spare bullet quantity of the acquired bullets; if the backpack does not contain bullets of the first bullet type and bullets of the second bullet type, and the bullet type of the acquired bullets is different from the first default type, controlling the loading of the acquired bullets into the virtual weapon, and setting the bullet type matched by the virtual weapon to the bullet type of the acquired bullets; if the backpack only contains bullets of the first bullet type or bullets of the second bullet type, and the bullet type of the bullets only contained in the backpack is different from the second default type, and the bullet type of the acquired bullets is the same as the second default type, controlling the loading of the acquired bullets into the virtual weapon, setting the bullet switching control to an operable state, and setting the bullet type matched by the virtual weapon to the second default type.

[0262] Optionally, the method further includes: when the number of spare bullets corresponding to the current bullet type of the virtual firearm meets the first quantity threshold, if the first virtual character has bullets of another bullet type, automatically triggering a reloading action, wherein the other bullet type is a bullet type other than the current bullet type among the first bullet type and the second bullet type; after the reloading action is completed, switching the bullet type matched by the virtual firearm from the current bullet type to the other bullet type.

[0263] Optionally, after the reload action is completed, the virtual weapon is loaded with bullets of a second type.

[0264] Optionally, the method further includes: in response to an accessory replacement command for a virtual weapon, removing the target accessory from the virtual weapon; and de-displaying the bullet switching control.

[0265] Optionally, the method also includes updating the game attribute parameters of the virtual firearm after the bullet type matched by the virtual firearm is switched from the first bullet type to the second bullet type.

[0266] Implementing the above method steps using a computer program has the following technical effects: This allows players to flexibly switch the type of bullet used by virtual weapons based on their current ammunition resources or tactical needs, solving the technical problem of weapons being unusable due to a lack of matching ammunition in related technologies.

[0267] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0268] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.

[0269] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0270] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure.

[0271] Exemplary embodiments of this disclosure also provide an electronic device, which may be the first client 110, the second client 120, or the server 130 described above. The electronic device includes a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.

[0272] Specifically, a bullet switching control is displayed in the game interface; in response to the switching operation of the bullet switching control, the bullet type matched by the virtual weapon is switched from the first bullet type to the second bullet type; in response to the attack command, the virtual weapon is controlled to perform attack behavior according to the second bullet type.

[0273] Optionally, displaying the bullet switching control in the game interface includes: determining that the virtual weapon is configured with a target attachment, and displaying the bullet switching control corresponding to the virtual weapon in the game interface, wherein the target attachment is configured to load bullets of the first bullet type or equip bullets of the second bullet type.

[0274] Optionally, before determining that the virtual weapon is equipped with the target accessory, the method further includes: in response to an accessory assembly command for the virtual weapon, controlling the assembly of the target accessory to the virtual weapon.

[0275] Optionally, the accessory assembly command is triggered in at least one of the following ways: controlling the picking of a target accessory and controlling the triggering of the accessory assembly command; or triggering the accessory assembly command in response to a target operation on a target accessory identifier in the backpack interface.

[0276] Optionally, in response to a switching operation on the bullet switching control, switching the bullet type matched by the virtual firearm from the first bullet type to the second bullet type includes: in response to a switching operation on the bullet switching control, triggering a reload action; and after the reload action is completed, switching the bullet type matched by the virtual firearm from the first bullet type to the second bullet type.

[0277] Optionally, when the bullet type matched with the virtual firearm is the second bullet type, the loading of bullets of the first bullet type into the virtual firearm is prohibited; when the bullet type matched with the virtual firearm is the first bullet type, the loading of bullets of the second bullet type into the virtual firearm is prohibited.

[0278] Optionally, the method further includes: displaying a bullet type switching prompt in the game interface after the reload action is completed, wherein the bullet type switching prompt includes a description of the bullet caliber of the second bullet type.

[0279] Optionally, the first bullet type is a first caliber bullet type, and the second bullet type is a second caliber bullet type, wherein the first caliber and the second caliber are different.

[0280] Optionally, the second damage value and / or second rate of fire value when the virtual weapon performs an attack based on a bullet of the second bullet type is different from the first damage value and / or first rate of fire value when the virtual weapon performs an attack based on a bullet of the first bullet type.

[0281] Optionally, the capacity of the virtual firearm to load a first caliber bullet is a first capacity threshold; the capacity of the virtual firearm to load a second caliber bullet is a second capacity threshold, wherein the first capacity threshold is different from the second capacity threshold.

[0282] Optionally, the virtual weapon is equipped with a target accessory, which is configured to load either first-caliber or second-caliber bullets.

[0283] Optionally, the method further includes: obtaining bullet type information in the backpack; and determining the state of the bullet switching control based on the bullet type information.

[0284] Optionally, determining the state of the bullet switching control based on the bullet type information includes at least one of the following: when the bullet type information indicates that the backpack contains only bullets of the first bullet type or bullets of the second bullet type, the bullet switching control is set to an inoperable state, and the bullet type matched by the virtual weapon is set to the first bullet type or the second bullet type; when the bullet type information indicates that the backpack does not contain bullets of the first bullet type or bullets of the second bullet type, the bullet switching control is set to an inoperable state, and the bullet type matched by the virtual weapon is set to a first default type, wherein the first default type is the first bullet type or the second bullet type; when the bullet type information indicates that the backpack contains both bullets of the first bullet type and bullets of the second bullet type, the bullet switching control is set to an operable state, and the bullet type matched by the virtual weapon is set to a second default type, wherein the second default type is the first bullet type or the second bullet type.

[0285] Optionally, the method further includes: in response to acquiring bullets, controlling the updating of the spare bullet quantity of the acquired bullets; if the backpack does not contain bullets of the first bullet type and bullets of the second bullet type, and the bullet type of the acquired bullets is different from the first default type, controlling the loading of the acquired bullets into the virtual weapon, and setting the bullet type matched by the virtual weapon to the bullet type of the acquired bullets; if the backpack only contains bullets of the first bullet type or bullets of the second bullet type, and the bullet type of the bullets only contained in the backpack is different from the second default type, and the bullet type of the acquired bullets is the same as the second default type, controlling the loading of the acquired bullets into the virtual weapon, setting the bullet switching control to an operable state, and setting the bullet type matched by the virtual weapon to the second default type.

[0286] Optionally, the method further includes: when the number of spare bullets corresponding to the current bullet type of the virtual firearm meets the first quantity threshold, if the first virtual character has bullets of another bullet type, automatically triggering a reloading action, wherein the other bullet type is a bullet type other than the current bullet type among the first bullet type and the second bullet type; after the reloading action is completed, switching the bullet type matched by the virtual firearm from the current bullet type to the other bullet type.

[0287] Optionally, after the reload action is completed, the virtual weapon is loaded with bullets of a second type.

[0288] Optionally, the method further includes: in response to an accessory replacement command for a virtual weapon, removing the target accessory from the virtual weapon; and de-displaying the bullet switching control.

[0289] Optionally, the method also includes updating the game attribute parameters of the virtual firearm after the bullet type matched by the virtual firearm is switched from the first bullet type to the second bullet type.

[0290] Implementing the above method steps using electronic devices has the following technical advantages: This allows players to flexibly switch the type of bullet used by virtual weapons based on their current ammunition resources or tactical needs, solving the technical problem of weapons being unusable due to a lack of matching ammunition in related technologies.

[0291] The following is for reference. Figure 9 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 9 The electronic device 1100 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0292] like Figure 9 As shown, the electronic device 1100 may include: a processor 1110, a memory 1120, a bus 1130, an I / O (input / output) interface 1140, and a network adapter 1150.

[0293] Memory 1120 may include volatile memory, such as RAM 1121 and cache unit 1122, and may also include non-volatile memory, such as ROM 1123. Memory 1120 may also include one or more program modules 1124, such program modules 1124 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1124 may include the modules in the above-described apparatus.

[0294] The processor 1110 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0295] The processor 1110 can be used to execute executable instructions stored in the memory 1120 to perform method steps of various embodiments of the present disclosure.

[0296] Bus 1130 is used to connect different components of electronic device 1100 and may include a data bus, an address bus and a control bus.

[0297] Electronic device 1100 can communicate with one or more external devices 1200 (such as keyboard, mouse, external controller, etc.) through I / O interface 1140.

[0298] Electronic device 1100 can communicate with one or more networks via network adapter 1150. For example, network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1150 can communicate with other modules of electronic device 1100 via bus 1130.

[0299] In one embodiment, the electronic device 1100 further includes a display for displaying a graphical user interface.

[0300] although Figure 9 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1100, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0301] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.

[0302] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. A bullet switching method, characterized in that, The method includes: Display bullet switching controls in the game interface; In response to a switching operation on the bullet switching control, the bullet type matched by the virtual firearm is switched from the first bullet type to the second bullet type; In response to an attack command, the virtual weapon is controlled to perform an attack based on bullets of the second bullet type.

2. The method according to claim 1, characterized in that, The steps for displaying the bullet switching control in the game interface include: If the virtual weapon is found to be equipped with a target accessory, a bullet switching control corresponding to the virtual weapon is displayed in the game interface, wherein the target accessory is configured to load bullets of the first type or equip bullets of the second type.

3. The method according to claim 2, characterized in that, Before the step of determining that the virtual firearm is equipped with target accessories, the method further includes: In response to an accessory assembly command for the virtual weapon, the target accessory is controlled to be assembled onto the virtual weapon.

4. The method according to claim 1, characterized in that, The step of switching the bullet type of the virtual firearm from the first bullet type to the second bullet type in response to the switching operation of the bullet switching control includes: In response to a switching operation on the bullet switching control, a reload action is triggered; After the reloading action is completed, the bullet type matched by the virtual firearm is switched from the first bullet type to the second bullet type.

5. The method according to claim 4, characterized in that, The method further includes: After the reload action is completed, a bullet type switching prompt is displayed in the game interface, wherein the bullet type switching prompt includes a description of the bullet caliber of the second bullet type.

6. The method according to claim 1, characterized in that, The first bullet type is a first caliber bullet type, and the second bullet type is a second caliber bullet type, wherein the first caliber and the second caliber are different.

7. The method according to claim 6, characterized in that, The second damage value and / or second rate of fire value of the virtual weapon when performing an attack based on the second type of bullet is different from the first damage value and / or first rate of fire value of the virtual weapon when performing an attack based on the first type of bullet.

8. The method according to claim 6, characterized in that, The capacity of the virtual firearm to load the first caliber bullet type is a first capacity threshold; the capacity of the virtual firearm to load the second caliber bullet type is a second capacity threshold, wherein the first capacity threshold is different from the second capacity threshold.

9. The method according to claim 1, characterized in that, The method further includes: Retrieve bullet type information from the backpack; The state of the bullet switching control is determined based on the bullet type information.

10. The method according to claim 9, characterized in that, Determining the state of the bullet switching control based on the bullet type information includes at least one of the following: When the bullet type information indicates that the backpack only has bullets of the first bullet type or bullets of the second bullet type, the bullet switching control is set to an inoperable state, and the bullet type matched by the virtual firearm is set to the first bullet type or the second bullet type; When the bullet type information indicates that there are no bullets of the first bullet type and bullets of the second bullet type in the backpack, the bullet switching control is set to an inoperable state, and the bullet type matched by the virtual gun is set to a first default type, wherein the first default type is either the first bullet type or the second bullet type; When the bullet type information indicates that the backpack contains both bullets of the first bullet type and bullets of the second bullet type, the bullet switching control is set to an operable state, and the bullet type matched by the virtual weapon is set to the second default type, wherein the second default type is either the first bullet type or the second bullet type.

11. The method according to claim 1, characterized in that, The method further includes: When the number of spare bullets corresponding to the current bullet type of the virtual firearm is detected to meet the first quantity threshold, if the first virtual character has bullets of another bullet type, the reloading action is automatically triggered, wherein the other bullet type is a bullet type other than the current bullet type among the first bullet type and the second bullet type. After the reloading action is completed, the bullet type matched by the virtual firearm is switched from the current bullet type to the other bullet type.

12. The method according to any one of claims 4 or 10, characterized in that, After the reloading action is completed, the virtual firearm is loaded with bullets of the second type.

13. The method according to claim 3, characterized in that, The method further includes: In response to a component replacement command for the virtual weapon, the target component is removed from the virtual weapon; Cancel the display of the bullet switching control.

14. The method according to claim 1, characterized in that, The method further includes: After the bullet type matched with the virtual weapon is switched from the first bullet type to the second bullet type, the game attribute parameters of the virtual weapon are updated.

15. A bullet switching device, characterized in that, The device includes: A control display module is used to display bullet switching controls in the game interface; A switching module is used to switch the bullet type matched by the virtual firearm from the first bullet type to the second bullet type in response to a switching operation on the bullet switching control. An attack module is used to control the virtual firearm to perform attack behavior according to the second type of bullet in response to an attack command.

16. An electronic device comprising a processor and a memory, the memory storing a computer program, characterized in that, When the processor executes the computer program, it implements the method of any one of claims 1 to 14.

17. A computer program product having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 14.