Method, apparatus, and storage medium for controlling shooting gameplay
Patent Information
- Application Number
- JP2026512317
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-24
- Publication Date
- 2026-08-27
Smart Images

Figure 2026529160000001_ABST
Abstract
Description
Technical Field
[0001]
[0001] The present disclosure relates to video game control, and more specifically, to a method, apparatus, and storage medium for game play control in a shooting game.
Background Art
[0002]
[0002] In some existing first-person shooter (FPS) games, a weapon switching panel is commonly used to hold information about firearms in the game, usually having two slots for firearms. The player uses the weapon switching panel to select the corresponding firearm for game play. However, this method may have some limitations. For example, it may not be able to meet the interaction requirements for different game play props and may not be able to provide different operation information depending on the situation.
Summary of the Invention
[0003]
[0003] As an example of the present disclosure, a method, apparatus, and storage medium for play control of a video shooting game are provided.
[0004]
[0004] According to a first aspect of the present disclosure, a method for shooting game control is provided. The method includes a step of displaying, on a graphical user interface, a game scene and a gun switching control panel by a terminal device, where the terminal device includes a display screen showing the graphical user interface, and the gun switching control panel includes a bullet reload button and a gun switching panel, and in response to determining that a game item in the game scene has been picked up by a player, replacing the bullet reload button with a game item processing button and adjusting the gun switching panel to a game item control state.
[0005]
[0005] A second aspect of the present disclosure provides a terminal device for controlling a shooting game. The terminal device may include a display screen, one or more processors, and a memory configured to store instructions that can be executed by the one or more processors, the one or more processors being configured to execute the instructions in the manner disclosed in the first aspect of the present disclosure.
[0006]
[0006] A third aspect of this disclosure provides a non-temporary computer-readable storage medium for controlling a shooting game. A non-temporary computer-readable storage medium for storing computer-executable instructions, which, when executed by one or more computer processors, cause one or more computer processors to execute the method disclosed in the first aspect of this disclosure.
[0007]
[0007] Please understand that the general descriptions above and the detailed descriptions below are illustrative and explanatory only and are not intended to limit this disclosure. [Brief explanation of the drawing]
[0008]
[0008] The accompanying drawings incorporated herein and constituting part of herein illustrate examples consistent with the present disclosure and, together with the descriptions, are useful in illustrating the principles of the present disclosure.
[0009]
[0009] [Figure 1] Figure 1 is a schematic diagram showing a gameplay control panel for a shooting game according to some embodiments of the present disclosure.
[0010]
[0010] [Figure 2] Figure 2 is a schematic diagram showing a gameplay control panel for a shooting game according to some embodiments of the present disclosure.
[0011]
[0011] [Figure 3] Figure 3 is a schematic diagram showing a game play control panel of a shooting game according to some embodiments of the present disclosure.
[0012]
[0012] [Figure 4] [[ID=I3]]Figure 4 is a schematic diagram showing a game play control panel of a shooting game according to some embodiments of the present disclosure.
[0013]
[0013] [Figure 5] Figure 5 is a flowchart showing a method for controlling a shooting game play according to some embodiments of the present disclosure.
[0014]
[0014] [Figure 6] Figure 6 is a schematic diagram showing a graphical user interface in a shooting game according to some embodiments of the present disclosure.
[0015]
[0015] [Figure 7] Figure 7 is a schematic diagram showing a graphical user interface in a shooting game according to some embodiments of the present disclosure.
[0016]
[0016] [Figure 8] Figure 8 is a schematic diagram showing a game play control panel of a shooting game according to some embodiments of the present disclosure.
[0017]
[0017] [Figure 9] Figure 9 is a block diagram showing the structure of a terminal device according to some embodiments of the present disclosure.
Mode for Carrying Out the Invention
[0018]
[0018] Next, we will refer in detail to the exemplary embodiments shown in the accompanying drawings. Where the following description relates to the drawings, unless otherwise specified, the same reference numerals in different drawings indicate the same or similar elements. The embodiments described in the following description of the exemplary embodiments do not imply all embodiments consistent with the present disclosure. On the contrary, they are merely examples of apparatus and methods consistent with the embodiments related to the present disclosure described in the accompanying claims.
[0019]
[0019] The terms used in this disclosure are for the purpose of describing specific embodiments and do not limit this disclosure. Where used in this disclosure and in the appended claims, the singular forms “one,” “one,” and “the foregoing” are intended to include the plural form unless the context explicitly indicates otherwise. It should also be understood that the terms “and / or” as used herein mean and are intended to include any or all possible combinations of one or more of the related enumerated items.
[0020]
[0020] In this specification, terms such as “first,” “second,” and “third” may be used to describe various types of information, but it should be understood that the information should not be limited by these terms. These terms are used solely to distinguish one category of information from another. For example, without departing from the scope of this disclosure, first information may be called second information, and similarly, second information may be called first information. As used herein, the term “if” may be understood, depending on the context, to mean “when,” “on the occasion,” or “in response to.”
[0021]
[0021] This disclosure provides a method for controlling shooting gameplay, a terminal device, and a storage medium to facilitate easy game control and improve the game experience of FPS gameplay.
[0022]
[0022] In FPS games implementing the methods described herein, the functionality of the weapon switching panel changes in accordance with changes in the interactive mechanisms of game objects. The corresponding information and triggerable interactive functions displayed on the weapon switching panel also change accordingly. Under normal circumstances, the weapon switching panel displays information about the two firearms the player currently possesses, along with a reload button for reloading ammunition. The player can reload the currently used firearm by clicking the reload button.
[0023]
[0023] Despite having only a single control panel and a single operating mechanism, the gameplay control method provided in this disclosure can retain and provide different information and functions in different game scenarios. Therefore, in such embodiments, the number of operation buttons on the game scene displayed on the mobile device can be reduced, and the corresponding operations that the player needs to perform can also be simplified.
[0024]
[0024] Figure 1 shows an example of a gun switching control panel displayed on a game scene according to this disclosure. The gun switching control panel can be displayed on a graphical user interface provided by a terminal device when displaying a game scene. The gun switching control panel may be displayed on a different layer from the game scene on the graphical user interface. The gun switching control panel may be displayed on top of the game scene on the graphical user interface. In some examples of this disclosure, the gun switching control panel 100 comprises at least two sections, namely, an ammunition reload section (bullet reload button) 101 and a gun switching panel 102.
[0025]
[0025] As shown in Figure 1, in some examples, the bullet reload button 101 may be displayed next to the gun switching panel 102. The relative position between the bullet reload button 101 and the gun switching panel 102 can be adjusted. The positions of the bullet reload button 101 and the gun switching panel 102 on the graphical user interface may be switched. In Figure 1, the bullet reload button 101 is located to the left of the gun switching panel 102 on the graphical user interface. In some other examples, the bullet reload button 101 may be located to the right or in another direction relative to the gun switching panel 102 on the graphical user interface. When the player adjusts the position of the gun switching control panel 100 on the graphical user interface by dragging or other operations, the positions of the bullet reload button 101 and the gun switching panel 102 are adjusted simultaneously.
[0026]
[0026] In some cases, a player may carry two or more firearms simultaneously, and the weapon switching panel 102 will display both firearms at the same time. For example, as shown in Figure 1, the player's primary weapon may be displayed in the upper panel, and a backup secondary weapon may be displayed below the primary weapon. The secondary weapon may be displayed on the panel in grayscale or a brighter scale. The player can switch between the two different firearms by clicking on the panel corresponding to the firearm.
[0027]
[0027] In some other cases, as shown in Figure 2, a player may carry only one firearm in the game, in which case the gun switching panel 102 will display only one firearm. When displaying the player's primary and secondary firearms, the gun switching panel can also display various information about the firearms, such as the category, level, type, and the number of corresponding bullets the player possesses for each firearm.
[0028]
[0028] Figure 3 shows an example of a gun switching control panel in the state when the player picks up a mission ball. In some examples, when the player picks up a gameplay interaction item, such as a light mission ball, the player may need to move the light mission ball from its original position to a specified position within the game scene in order to complete a task. In this case, as shown in Figure 3, the gun switching panel 102 may be switched to an interface panel for displaying the light mission ball. The interface panel may include various information about the light mission ball, such as its name, category, and several attributes. The player can carry the mission ball and move around within the game scene. When the player reaches the specified position, the player can complete the game task by positioning the mission ball back to the specified position.
[0029]
[0029] After the player picks up a gameplay interaction item, the firearms on the gun switching panel 102 are not displayed, and the gun switching panel 102 is switched to an interface panel for gameplay interaction items, but the player still possesses the firearms they were previously carrying. The bullet reload button 101 may be replaced with a game item processing button 103 for positioning the mission ball back into the game scene.
[0030]
[0030] Figure 4 shows an example of a gun switching control panel in a state where the player picks up a rocket launcher. In some examples of this disclosure, when the player picks up an attack item such as a rocket launcher from the game scene, the gun switching control panel 100 can be adjusted accordingly. As shown in Figure 4, the gun switching panel 102 can be switched to an interface panel to display the status of the rocket. The interface panel may include various information about the rocket, such as attack power and some special attributes of the Light Mission Ball. After the player picks up an attack item, the bullet reload button 101 may be replaced with a game item processing button 103. If the attack item is a rocket launcher, the game item processing button 103 may be used to fire the rocket.
[0031]
[0031] In some examples of this disclosure, the player can pick up defensive items such as defensive shields and defensive balls from the game scene, and the gun switching control panel 100 can be adjusted accordingly. For example, the gun switching panel 102 may be switched to an interface panel to display the status of the defensive item, and the interface panel may include various information about the defensive item, such as the name of the defensive item, its category, and any special attributes. Alternatively, the gun switching panel 102 may continue to display the player's primary and secondary weapons in their normal state without any changes. After the player picks up a defensive item, the bullet reload button 101 may be replaced with a game item processing button 103. The player can return the defensive item to the game scene by interacting with the item processing button 103.
[0032]
[0032] Defensive items may be placed at a specific location within the game scene, for example, on a bridge or at the entrance of a building, or they may be held by the player to shield a specific part of their body. After the player picks up and equips a defensive item, defensive effects may be added to the player to protect them from certain attacks in the game and / or to reduce the impact of certain attacks on the player. Different defensive effects may be added to the player depending on the different types of defensive items picked up by the player. Defensive items may help the player cross bridges or other structures in the game.
[0033]
[0033] In some examples, defensive items may be removed and disappear after a player passes through a specific facility in the game, or after a specific, predetermined amount of time has elapsed while the player is carrying the item. Meanwhile, the player can choose to discard the defensive item at a specific location or pass it to a teammate in the game by interacting with the item handling button 103. In some other examples, defensive items may be positioned so that they are removed and returned to the game scene only when the player interacts with the item handling button 103.
[0034]
[0034] This disclosure provides a control method for a shooting game according to one or more examples of the disclosure. Figure 5 is a flowchart showing an example of a control method for shooting gameplay, the method comprising steps 502 to 504. In step 502, the terminal device displays a game scene on a graphical user interface and displays a gun switching control panel 100. The terminal device includes a display screen showing a graphical user interface, and the gun switching control panel 100 comprises a bullet reload button 101 and a gun switching panel 102.
[0035]
[0035] In step 504, if the terminal determines that a game item has been picked up by the player in a game scene, the bullet reload button may be replaced with a game item processing button, and the gun switching panel may be adjusted to a game item control state.
[0036]
[0036] Generally, game items that a game player can pick up in a game scene may include three different types: defensive items, offensive items, and mission items. Defensive items may include defensive shields, defensive balls, defensive blocks, etc. Offensive items may include rocket launchers, grenade launchers, etc. Mission items may include mission balls, mission flags, mission blocks, etc.
[0037]
[0037] In a game scene, a player-controlled virtual character can interact with game items by picking them up and discarding them. How the player can interact with such game items is closely related to the gameplay mechanism. Since the locations of such game items in the game scene are also locations that the player normally passes through in the game, the game items can be easily found and picked up by the player. In a game, such game items may be presented to the player in different ways. In one example, as shown in Figure 6, a UI icon is displayed on the game item in the game scene. When the player views it from a distance, the player can determine the type of game item and its distance based on the icon on the interface. In another example, as shown in Figure 7, when the player-controlled virtual character approaches a game item and gets very close to it in the game scene, an interaction button may appear on the interface, and specific information on how to interact with the game item, such as picking it up, opening it, placing it, or dropping it, may be displayed on the button.
[0038]
[0038] In some examples, step 502 of displaying a gun switching control panel on a graphical user interface further includes the step of displaying a bullet reload button and a gun switching panel adjacent to each other. The gun switching panel comprises a control panel for switching between guns equipped by the player in a shooting game. The bullet reload button and the gun switching panel may be displayed adjacent to each other, from left to right or from top to bottom. The relative position between the bullet reload button and the gun switching panel can also be adjusted. The gun switching panel can display gun information for two or more firearms carried by the player, and the player can switch between different guns by interacting with the gun switching panel.
[0039]
[0039] In some examples, step 504, which replaces the bullet reload button with a game item processing button and adjusts the gun switching panel to a game item control state, further includes the steps of determining the attributes of a game item picked up by the player, and, depending on the attributes of the game item, replacing the bullet reload button with a game item processing button and adjusting the gun switching panel to a game item control state. When a virtual character controlled by the player picks up an interactive game item from a game scene, the category and attributes of such a game item may be determined first. The gun switching control panel may then be adjusted accordingly. That is, the bullet reload button is replaced with a game item processing button, and the gun switching panel is adjusted to a game item control state according to the category and / or attributes of the game item.
[0040]
[0040] For example, according to this disclosure, if the item picked up is a defensive item such as a defensive shield, the shooting gameplay control method may further include the step of adjusting the gun switching panel to a first game item control state in response to the determination that the game item picked up by the player includes a defensive item. In the first game item control state, the gun switching panel comprises a control panel for switching between the guns equipped by the player in the shooting game.
[0041]
[0041] If the game item picked up by the player is a defensive item, the gun switching panel is adjusted to the first game item control state, in which case the gun switching panel can still display the firearm carried by the player as in the normal state, and the player can switch between different guns by interacting with the gun switching panel.
[0042]
[0042] Furthermore, in response to the determination that a game item picked up by the player includes a defensive item, the method for controlling shooting gameplay further includes the step of applying the defensive effect associated with the defensive item to the player.
[0043]
[0043] Furthermore, if an action by the player on the game item handling button is detected, the method of controlling the shooting gameplay further includes the steps of removing the defensive item from the player and placing the defensive item back in the game scene, and switching the game item handling button back to the bullet reload button. The action on the item handling button may be a click or any other similar touch action by the player. The defensive item may be removed and placed in a specific location within the game scene based on the player's action.
[0044]
[0044] After an operation on the game item processing button is detected, the defensive item is unequipped from the virtual character controlled by the player, and the method of controlling shooting gameplay further includes the steps of removing the defensive effect from the player and switching the game item processing button back to the bullet reload button.
[0045]
[0045] Furthermore, in response to a determination that a player equipped with a defensive item has met a pre-set unequip condition, the method of controlling shooting gameplay further includes the steps of removing the defensive item from the player and placing it back in the game scene, and switching the game item handling button back to the bullet reload button. The pre-set unequip condition may include the player carrying the defensive item for a specific pre-set amount of time, or the defensive item taking damage.
[0046]
[0046] In some other examples of this disclosure, if the picked-up item is an attack item such as a rocket launcher, the method for controlling shooting gameplay may further include the step of adjusting the gun switch panel to a second game item control state. In the second game item control state, the gun switch panel is switched to control the action of the attack item.
[0047]
[0047] If the game item picked up by the player is an attack item, the gun switching panel is adjusted to a second game item control state, in which case the gun switching panel can switch to a control panel that controls the operation of the attack item. For example, the player can fire a rocket by interacting with the control panel.
[0048]
[0048] Furthermore, if an operation on the game item handling button is detected, the attack item is removed and returned to the game scene by the player, and the method of controlling shooting gameplay further includes the steps of positioning the attack item to be returned to the game scene, switching the game item handling button back to the bullet reload button, and switching the gun switching panel back to the control panel for switching between the guns equipped by the player in the shooting game.
[0049]
[0049] In some other examples provided herein, if the picked-up item is a mission item such as a mission ball, the method for controlling shooting gameplay may further include the step of adjusting the gun switching panel to a third game item control state. In the third game item control state, the gun switching panel is switched to display the attributes of the mission item.
[0050]
[0050] If a game item picked up by the player is a mission item, the gun switching panel is adjusted to a third game item control state. In this third game item control state, the gun switching panel switches to a control panel that displays information about the mission item, such as the name of the mission item, the character associated with the mission item, and the destination to which the player must move the mission item.
[0051]
[0051] Furthermore, after an operation on the game item handling button is detected, the mission item is removed and returned to the game scene by the player, and the method of controlling shooting gameplay further includes the steps of positioning the mission item to return to the game scene, switching the game item handling button back to the bullet reload button, and switching the gun switching panel back to the control panel for switching between the guns equipped by the player in the shooting game.
[0052]
[0052] In some examples of this disclosure, if a player picks up an interactive game item from a game scene and cannot remove or return such game item to the game scene, the game item handling button may become unavailable. As shown in Figure 8, the game item handling button may remain unavailable until certain pre-set activation conditions are met. Such pre-set conditions may include the player using up the current game item they have picked up and are carrying (e.g., using up the total amount of protection time that a defensive shield can provide), or the player picking up another interactive game item that can be discarded. When unavailable, the game item handling button may be hidden and not displayed, or it may be displayed in gray or a lighter color scale.
[0053]
[0053] A method for controlling shooting gameplay may further include the steps of keeping the game item processing button unavailable until a pre-set activation condition is met, and activating the game item processing button in response to the determination that the pre-set activation condition has been met.
[0054]
[0054] If a player attempts to perform an action on a game item processing button while the button is unavailable, a prompt may be displayed to the player to indicate pre-set activation conditions. Such prompts may include waiting for a certain amount of time, moving an additional number of steps, or reaching a specific location within the game scene.
[0055]
[0055] Figure 9 is a schematic diagram of a gameplay control device 900 provided by an example of the present disclosure. The functions implemented by the gameplay control device correspond to the execution steps of the method described above. The device may be understood as the terminal device or a server of the terminal device, or as a component that is independent of the server or processor described above and implements the functions of the present disclosure under the control of the server. The terminal device may include a processor 901, memory 902, and an input / output (I / O) interface 903.
[0056]
[0056] The processor 901 typically controls the overall operation of the terminal device, including operations related to display, data acquisition, and data communication. The processor 901 may include one or more processors for executing instructions to perform all or part of the steps in the method described above. Furthermore, the processor 901 may include one or more modules that facilitate interaction between the processor 901 and other components. The processor may be a central processing unit (CPU), a microprocessor, a single-chip machine, a graphical processing unit (GPU), etc.
[0057]
[0057] Memory 902 is configured to store various types of data to support the operation of the terminal device. Memory 902 may include certain software. Examples of this data include instructions for any application or method operated on the terminal device, gameplay data sets, game design data, etc. Memory 902 may be implemented by any type of volatile or non-volatile memory device or a combination thereof, such as SRAM (Static Random Access Memory), EEPROM (Electrically Erasable Programmable Read-Only Memory), EPROM (Erasable Programmable Read-Only Memory), PROM (Programmable Read-Only Memory), ROM (Read-Only Memory), magnetic memory, flash memory, magnetic disk, or optical disk.
[0058]
[0058] The I / O interface 903 provides an interface between the processor 901 and peripheral interface modules such as a touchscreen, keyboard, click wheel, and buttons.
[0059]
[0059] In one example of this disclosure, a non-temporary computer-readable storage medium is also provided. The non-temporary computer-readable storage medium, for example, includes a memory 902 containing multiple programs, which can be executed by the terminal device's processor 901 to implement the method described above. In one example, the multiple programs may be executed by the terminal device's processor 901 to perform the gameplay control method disclosed in this disclosure. Examples of non-temporary computer-readable storage media include ROM, RAM (Random Access Memory), CD-ROM, magnetic tape, floppy disk, and optical data storage devices.
[0060]
[0060]
[0061] The descriptions in this disclosure are illustrative and not intended to exhaust or limit the scope of this disclosure. Many modifications, variations, and alternative embodiments will be apparent to those skilled in the art in order to benefit from the teachings shown in the foregoing description and the associated drawings.
[0061]
[0062] Unless otherwise specified, the order of the steps in the methods provided herein is illustrative only, and the steps in the methods provided herein are not limited to the order described above and may be modified according to the actual conditions. Furthermore, at least one of the steps in the methods provided herein may be adjusted, combined, or omitted according to the actual requirements.
[0062]
[0063] These examples have been selected and described to illustrate the principles of the Disclosure and to enable those skilled in the art to understand the Disclosure in relation to various embodiments and to best utilize the underlying principles and various implementations, along with various modifications suitable for specific intended uses. Therefore, it should be understood that the scope of the Disclosure should not be limited to the specific examples of implementations disclosed, and that modifications and other forms of implementation are intended to be included within the scope of the Disclosure.
Claims
1. The terminal device displays a game scene and a gun switching control panel on a graphical user interface, the terminal device includes a display screen showing the graphical user interface, and the gun switching control panel includes a bullet reload button and a gun switching panel. A method for controlling shooting gameplay, which includes replacing the bullet reload button with a game item processing button and adjusting the gun switching panel to a game item control state in response to the determination that a game item in the aforementioned game scene has been picked up by the player.
2. Displaying the gun switching control panel on the graphical user interface means that This includes displaying the bullet reload button and the gun switching panel adjacent to each other, The gun switching panel includes a control panel for switching between the guns equipped by the player in the shooting game. A method for controlling shooting gameplay according to claim 1.
3. In the aforementioned shooting game, the game items picked up by the player include defensive items, offensive items, and mission items. A method for controlling shooting gameplay according to claim 1.
4. The defensive item is equipped with a defensive shield, the offensive item is equipped with a rocket launcher, and the mission item is equipped with a mission ball. A method for controlling shooting gameplay according to claim 1.
5. Replacing the bullet reload button with the game item processing button and adjusting the gun switching panel to the game item control state is, Determining the attributes of the game item picked up by the aforementioned player, This includes replacing the bullet reload button with the game item processing button and adjusting the gun switching panel to the game item control state, depending on the attributes of the game item. A method for controlling shooting gameplay according to claim 1.
6. The aforementioned game item processing button includes a visible icon associated with the game item picked up by the player. A method for controlling shooting gameplay according to claim 5.
7. The method further includes adjusting the gun switching panel to a first game item control state in response to the determination that the game item picked up by the player includes a defensive item. In the first game item control state, the gun switching panel includes a control panel for switching between the guns equipped by the player in the shooting game. A method for controlling shooting gameplay according to claim 1.
8. In response to the determination that the game item picked up by the player includes a defensive item, the game further includes adding a defensive effect associated with the defensive item to the player. A method for controlling shooting gameplay according to claim 1.
9. In response to the detection of an operation on the aforementioned game item processing button, the defensive item is removed from the player and placed back in the game scene. This further includes switching the aforementioned game item processing button back to the aforementioned bullet reload button, A method for controlling shooting gameplay according to claim 7.
10. In response to the detection of an operation on the aforementioned game item processing button, the protective effect is removed from the player, This further includes switching the aforementioned game item processing button back to the aforementioned bullet reload button, A method for controlling shooting gameplay according to claim 8.
11. In response to the determination that the player equipped with the aforementioned defensive item has met the pre-set conditions for unequipping it, the defensive item is removed from the player and placed back in the game scene. This further includes switching the aforementioned game item processing button back to the aforementioned bullet reload button, A method for controlling a shooting game according to claim 7.
12. The method further includes adjusting the gun switching panel to a second game item control state in response to the determination that the game item picked up by the player includes an attack item, In the second game item control state, the gun switching panel is switched to control the operation of the attack item. A method for controlling shooting gameplay according to claim 1.
13. In response to the detection of an operation on the aforementioned game item processing button, the attack item is placed back in the game scene. The further includes switching the game item processing button back to the bullet reload button, and switching the gun switching panel back to the control panel for switching between the guns equipped by the player in the shooting game, A method for controlling game shooting gameplay according to claim 12.
14. The method further includes adjusting the gun switching panel to a third game item control state in response to the determination that the game item picked up by the player includes a mission item, In the third game item control state, the gun switching panel is switched to display the attributes of the mission item. A method for controlling shooting gameplay according to claim 1.
15. In response to the detection of an operation on the aforementioned game item processing button, the mission item is positioned to be returned to the game scene, The further includes switching the game item processing button back to the bullet reload button, and switching the gun switching panel back to the control panel for switching between the guns equipped by the player in the shooting game, A method for controlling shooting gameplay according to claim 14.
16. The game item processing button will remain unavailable until the pre-set activation conditions are met. The further includes activating the game item processing button in response to the determination that the pre-set activation conditions have been met, A method for controlling shooting gameplay according to claim 5.
17. The further includes displaying a preset hint for the preset activation condition in response to the detection of an operation on the game item processing button during the aforementioned unavailable state. A method for controlling shooting gameplay according to claim 16.
18. The aforementioned pre-set activation conditions include the player using up the game item, the player carrying the game item for a predetermined time, or the player moving the game item to a predetermined location in the game scene. A method for controlling shooting gameplay according to claim 16.
19. Display screen and, One or more processors, A memory configured to store instructions executable by one or more processors, A terminal device wherein the one or more processors are configured to execute the method according to any one of claims 1 to 18 when executing the instruction.
20. A non-temporary, computer-readable storage medium for storing computer-executable instructions, A non-temporary computer-readable storage medium that, when executed by one or more computer processors, causes the one or more computer processors to perform the method according to any one of claims 1 to 18.