Method, apparatus, and storage medium for switching the firing mode of a firearm.
Patent Information
- Application Number
- JP2026517674
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-22
- Publication Date
- 2026-10-14
Smart Images

Figure 2026534217000001_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to video game control, and more specifically, to a method, apparatus, and storage medium for game play control in shooting games.
BACKGROUND ART
[0002] In shooting games (including first-person shooting (FPS) games and third-person shooting games (TPS)), some special firearms have multiple shooting modes, supporting switching between the shooting modes of the firearms themselves. For example, a special shotgun may by default fire only one bullet at a time. When switched to the automatic shooting mode, a single shot can fire all remaining bullets in the magazine of the firearm.
SUMMARY OF THE INVENTION
[0003] Examples of the present disclosure provide a method, apparatus and storage medium for switching the shooting mode of a firearm.
[0004] According to a first aspect of the present disclosure, a control method for shooting game play is provided. The method comprises: displaying, by a terminal device, a bullet loading button and a crosshair on a graphical user interface while displaying a game scene, wherein the terminal device comprises a display screen for displaying the graphical user interface; in response to determining that the player is equipped with a firearm having a plurality of modes, adjusting the bullet loading button to a mode switching state; in the mode switching state, in response to detecting a first trigger operation on the bullet loading button, displaying, by the terminal device, a mode switching panel based on the plurality of modes of the firearm equipped by the player, wherein the mode switching panel comprises a panel corresponding to each of the plurality of modes of the firearm; and in response to determining that the player has selected one of the plurality of modes, adjusting the firearm to the mode selected by the player.
[0005] A second aspect of this disclosure provides a terminal device for controlling shooting gameplay. The terminal device may include a display screen, one or more processors, and memory configured to store instructions executable by one or more processors, the one or more processors being configured to execute the instructions in the manner disclosed in the first aspect of this disclosure.
[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] 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] 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] [Figure 1A] Figure 1A is a schematic diagram showing an example of a bullet loading button in a shooting game according to several implementations of the present disclosure.
[0010] [Figure 1B] Figure 1B is a schematic diagram showing an example of a bullet loading button in a shooting game according to several implementations of the present disclosure.
[0011] [Figure 2] Figure 2 is a schematic diagram showing a gameplay control panel displayed on a game scene in several implementations of the present disclosure.
[0012] [Figure 3A] Figure 3A is a schematic diagram showing an example of a mode switching panel and crosshair displayed on a game scene according to several implementations of the present disclosure.
[0013] [Figure 3B] Figure 3B is a schematic diagram showing an example of a mode switching panel and crosshair displayed on a game scene according to several implementations of the present disclosure.
[0014] [Figure 4A] Figure 4A is a schematic diagram showing an example of a mode switching panel and crosshair displayed on a game scene according to several implementations of the present disclosure.
[0015] [Figure 4B] Figure 4B is a schematic diagram showing an example of a mode switching panel and crosshair displayed on a game scene according to several implementations of the present disclosure.
[0016] [Figure 5] Figure 5 is a flowchart showing a method for controlling shooting gameplay to switch the firing mode of a firearm according to some embodiments of the present disclosure.
[0017] [Figure 6] Figure 6 is a block diagram showing the structure of a terminal device relating to several implementation forms of this disclosure. [Modes for carrying out the invention]
[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] The terms used in the present disclosure are merely for describing specific embodiments, and are not intended to limit the present disclosure. As used in the present disclosure and the appended claims, the singular forms "a", "an", and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used in the present specification is intended to mean and include any and all possible combinations of one or more of the associated listed items.
[0020] It should be understood that although terms such as "first", "second", and "third" may be used in the present specification to describe various information, the information should not be limited by these terms. These terms are only used to distinguish one category of information from another. For example, first information may be referred to as second information without departing from the scope of the present disclosure, and similarly, second information may also be referred to as first information. As used in the present specification, the term "when" may be understood to mean "at the time of" or "upon" or "in response to" depending on the context.
[0021] The present disclosure provides a shooting mode switching method, a terminal device and a storage medium for facilitating game control and improving game experience for players of FPS / TPS games.
[0022] In FPS / TPS games that use firearms and weapons that require switching shooting modes during gameplay, by implementing the method according to the present disclosure, an improved gaming experience can be provided to players. Players can easily understand and perform the mode switching operation. The shooting mode switching method according to the present disclosure can enrich the functions of firearms and also improve the playability of firearms. Such a method is extremely versatile and can be compatible with various firearms, weapons, or even game skills having a crosshair aiming function. Such a method can also be implemented in combination with other interactive design methods in shooting games.
[0023] The present disclosure provides a method, apparatus and storage medium for switching a shooting mode of a firearm in a shooting game. A player of an FPS / TPS game implementing such a method can switch the shooting mode of the target firearm through interaction with the bullet loading button of such a firearm, and the information for switching the firearm mode can be transmitted through the aiming sight or crosshair of the target firearm. More specifically, in the firearm mode switching method, the player can call up the firearm mode switching panel through interaction with the bullet loading button, and confirm the switching result in real time through the display pattern of the firearm's aiming sight or crosshair.
[0024] In some examples according to the present disclosure, a player of an FPS / TPS game can call up the mode switching panel of the currently equipped firearm via the bullet loading button. In almost all FPS / TPS mobile games, there is a bullet loading button on the graphical user interface for the player to control the firearm loading operation. By switching the shooting mode of the firearm by operating the bullet loading button without adding other separate control buttons, it is possible to avoid occupying extra screen space and provide the player with a simple and easy graphical control interface.
[0025] In terms of visual presentation and information transmission, a bullet loading button with a mode switching function can be visually distinguished from a normal bullet loading button. When a player switches to a firearm with a mode switching function, the bullet loading button changes from its normal default state to the mode switching state, which is useful for establishing a consistent understanding of firearms that can switch modes.
[0026] In some examples provided in this disclosure, a player of a shooting game can bring up the mode switching panel for their equipped firearm by pressing and holding a button on the graphical user interface, such as a bullet loading button, for more than 0.5 seconds. The player can then select the desired firearm mode by performing an operation such as a slide or click on the corresponding panel on the mode switching panel. When the touch / slide operation is released, the mode switching is complete, and the equipped firearm is switched to the mode selected by the player.
[0027] Based on player input, the results of switching the currently equipped firearm's mode can be displayed in real time on the crosshair in the graphical user interface. To accommodate different types of firearms in FPS / TPS games, the mode switching results on the crosshair can be shown using different display modes according to this disclosure.
[0028] In some examples provided in this disclosure, the crosshair display itself can indicate the mode of the currently equipped firearm. Such crosshair displays can be applied to firearms having different firing modes, where the firearm has different firing performance and can perform very different firing operations. For example, Mode A is a low-damage single-shot firing mode, and Mode B is a high-damage rapid-fire / automatic firing mode. In this case, different crosshairs can be designed for the different firing modes. When switching to a different firing mode, the displayed crosshair changes accordingly.
[0029] In several other examples, information can be displayed below the crosshair to indicate the currently equipped firearm mode. Such information display can be applied to firearms that have different firing attributes in different modes, even if the change in firing performance is not significant. For example, a firearm may have different elemental attributes, such as Mode A being electric, Mode B being fire, and Mode C being magical. Bullets fired in different attribute modes may have different additional attribute damage, such as fire damage, electric damage, and / or magical damage. In this case, when the player switches between different attribute modes, the crosshair displayed on the graphical user interface may remain unchanged, but the corresponding attribute information will be displayed below the crosshair.
[0030] Figure 1A shows an example of the bullet loading button 101 in its normal default state as displayed in a game scene according to this disclosure. When the bullet loading button 101 is in its default state, a single bullet loading button is displayed, and this single bullet loading button can perform its default function. When the player's input operation to the bullet loading button is detected, the firearm currently carried by the player loads its bullets. Such player input operations can include simple short clicks, short presses, slides, etc.
[0031] Figure 1B shows an example of a bullet loading button in a mode switching state as displayed in a game scene according to this disclosure. In the mode switching state, the bullet loading button 101 is used to switch the firing mode of the firearm currently equipped by the player. In addition to a single bullet loading button, an indicator of the selectable modes of the firearm can also be displayed. An additional indicator can be displayed surrounding the single bullet loading button to show the number of selectable modes for the current firearm.
[0032] For example, as shown in Figure 1B, the indicator 102 is displayed in the form of three arcs surrounding a single bullet loading button 101, and the three arc-shaped indicators 102 indicate that three different firing modes are selectable for the current firearm. The player can switch between the three firing modes by operating this bullet loading button 101. The player can choose to initiate the mode switching process by long-pressing the bullet loading button or by other compatible operation. The player can also load the firearm by normal operation of the bullet loading button 101 even when switching modes. Such normal operation may include short click / short press operation, sliding operation, etc.
[0033] To switch the firing mode of a firearm, the player can interact with the bullet loading button while in a mode switching state. In some examples, if a trigger operation on the bullet loading button is detected while in a mode switching state, a mode switching panel 103 can be invoked on the graphical user interface to display the currently selectable firing modes of the firearm. The trigger operation may also include a long press operation on the bullet loading button while in a mode switching state. For example, if a long press operation on the bullet loading button is detected, the mode switching panel can be invoked. The duration of the long press operation applied to the bullet loading button to invoke the mode switching panel 103 may be longer than a preset time threshold, for example, 0.5 seconds.
[0034] The modes displayed on the mode switching panel 103 are based on the multiple selectable modes of the firearm equipped by the player. Separate individual panels can be displayed to indicate each selectable mode of the firearm. For example, as shown in Figure 2, if there are three selectable firing modes for the firearm currently equipped by the player, three separate mode switching panels 1031, 1032, and 1033 are displayed surrounding the bullet loading button 101 to indicate these three firing modes. The three separate mode switching panels 1031, 1032, and 1033 can be displayed in double arcs so as to surround the bullet loading button 101 in the graphical user interface. The first mode switching panel 1031 can represent a firing mode with fire attributes, the second mode switching panel 1032 can represent a firing mode with electric attributes, and the third mode switching panel 1033 can represent a firing mode with magic attributes.
[0035] Figure 3A shows an example of a mode switching panel 103' and crosshair 104 displayed on a game scene according to the present disclosure. In such an embodiment, the mode switching panel 103' includes two separate panels 1034 and 1035, each panel indicating a selectable firing mode for the firearm currently equipped by the player. The two separate panels 1034 and 1035 are double-arc shaped and are displayed surrounding the bullet loading button 101. The first mode switching panel 1034 indicates single-shot firing mode. When a selection operation is detected by the player in the first mode switching panel 1034, the firearm currently equipped by the player is switched to single-shot firing mode. When a firing operation is detected, the firearm fires a single bullet in response to the firing command. The second mode switching panel 1035 indicates automatic firing mode. When a selection operation is detected by the player in the second mode switching panel 1035, the firearm currently equipped by the player is switched to automatic firing mode. If a firing operation is detected, the firearm will fire all remaining ammunition in its magazine in response to the firing command.
[0036] According to this disclosure, the crosshair 104 displayed on the game scene may have different styles. Displaying different styles of crosshairs may help the player identify which firing mode is selected and which firing mode the firearm is currently in. As shown in Figure 3A, the player selects a single-shot firing mode, and the crosshair 104 is displayed according to such a firing mode selection. In single-shot firing mode, the displayed crosshair 104 includes scale dots around the circumference of the crosshair, and such scale dots extend outward from the circumference of the crosshair.
[0037] Figure 3B shows another example of the mode switching panel 103' and crosshair 104 displayed on a game scene according to this disclosure. As shown in Figure 3B, the auto-fire mode is selected in response to a selection operation on the second mode switching panel 1035. The firearm currently carried by the player is in auto-fire mode. When a firing operation is detected, all bullets in the firearm's magazine are fired in response to the firing command.
[0038] The display of the crosshair 104 can also be adjusted according to the selection of the auto-fire mode. In auto-fire mode, as shown in Figure 3B, the scale dots around the crosshair 104 extend inward toward the center of the crosshair 104. The player can identify the current firing mode of the firearm by the appearance of the crosshair 104, which is immediately displayed on the graphical user interface.
[0039] Figure 4A shows an example of a mode switching panel 103 and crosshair 104' displayed on a game scene according to this disclosure. In this example, the mode switching panel 103 includes three separate panels 1031, 1032, and 1033, each panel showing the selectable attribute modes of the firearm currently equipped by the player. The three separate panels 1031, 1032, and 1033 are double-arc in shape and are displayed surrounding the bullet loading button 101. The mode switching panel 1031 can show the fire attribute mode of a firearm. If a selection operation is detected by the player in the mode switching panel 1031, the firearm currently equipped by the player is switched to the fire attribute mode. If a firing operation is detected, the firearm fires a bullet with fire attribute damage. The mode switching panel 1032 can show the electric attribute mode. If a selection operation is detected by the player in the second mode switching panel 1032, the firearm currently equipped by the player is switched to the electric attribute mode. If a firing operation is detected, the firearm fires a bullet that inflicts electrical damage. The mode switching panel 1033 can indicate the magic attribute mode. If a selection operation from the player is detected in the second mode switching panel 1033, the firearm currently equipped by the player is switched to the magic attribute mode. If a firing operation is detected, the firearm fires a bullet that inflicts magical damage.
[0040] As shown in Figure 4A, the crosshair 104' displayed on the game scene can be combined with the attribute indicator 105. The display of the attribute indicator 105 next to the crosshair 104' can help the player identify which attribute mode is selected and which attribute mode the firearm is currently in. As shown in Figure 4A, the player selects the electric attribute mode, and the attribute indicator 105 is displayed according to the selected attribute mode. In the electric attribute mode, the indicator corresponding to the electric attribute mode among the attribute indicator 105 is selected or highlighted, so that the player can immediately understand the current attribute mode of the firearm they possess.
[0041] Figure 4B shows another example of the mode switching panel 103 and crosshair 104' displayed on a game scene according to this disclosure. As shown in Figure 4B, the magic shooting mode is selected in response to a selection operation on the mode switching panel 1033. The firearm currently carried by the player is in magic attribute mode. When a firing operation is detected, the bullet fired by the firearm may inflict additional magic damage in addition to, or without, normal bullet damage.
[0042] In such examples provided in this disclosure, the display of the crosshair 104' is not adjusted according to the selection of different attribute modes. However, the display of the attribute indicator 105 is adjusted to indicate the current attribute mode selection for the firearm. As shown in Figure 4B, by selecting or highlighting the indicator on the attribute indicator 105 that corresponds to the magic attribute mode, the player can understand that the firearm is in magic attribute mode.
[0043] This disclosure provides a control method for switching firearm shooting modes in a shooting game. Figure 5 is a flowchart illustrating an example of a control method for shooting gameplay according to one or more examples of this disclosure. The method includes steps 502 to 508, in which step 502, a terminal device displays a bullet loading button 101 and a crosshair 104 on a graphical user interface while displaying a game scene. The terminal device includes a display screen showing a graphical user interface.
[0044] In step 504, if the terminal determines that the player is equipped with a firearm that has multiple modes, it can adjust the bullet loading button 101 to the mode switching state.
[0045] In step 506, if the terminal detects a first trigger operation on the bullet loading button 101 while in a mode switching state, it may display a mode switching panel 103 based on the multiple modes of the firearm equipped by the player. The mode switching panel 103 may include panels corresponding to each of the multiple modes of the firearm.
[0046] In step 508, if the terminal determines that the player has selected one of several modes, it can adjust the firearm to that mode according to the player's selection.
[0047] In some examples provided by this disclosure, if the terminal detects a second trigger operation on the bullet loading button while in a mode switching state or the default state, it may respond to such operation by loading bullets into the firearm currently equipped by the player.
[0048] In some examples, step 502, which displays a bullet loading button and a crosshair on the graphical user interface while displaying a game scene, further includes a step of displaying a bullet loading button and a crosshair in the default state, wherein the bullet loading button in the default state includes a single bullet loading button. In the default state, the bullet loading button can load the current firearm in response to a loading operation from the player.
[0049] In some examples, step 504 of adjusting the bullet loading button to a mode switching state further includes the steps of determining the number of modes of the firearm equipped by the player, and, in the mode switching state, displaying a mode indicator corresponding to the number of modes of the firearm around the bullet loading button.
[0050] In the mode switching state, the step of displaying mode indicators surrounding the bullet loading button may further include the step of displaying multiple mode indicators surrounding the bullet loading button, wherein the number of multiple mode indicators corresponds to the number of modes of the firearm equipped by the player.
[0051] The firearms equipped by the player may have multiple firing / shooting modes, and in mode switching states, the ammunition load button may include an additional indicator to show the number of selectable shooting modes for the current firearm. The number of additional indicators displayed around the ammunition load button corresponds to the number of selectable shooting modes for the firearm.
[0052] In some examples, the step of displaying a mode indicator surrounding the bullet loading button in a mode switching state may further include the step of displaying the mode indicator in an arc shape surrounding the bullet loading button. The mode indicator displayed surrounding the bullet loading button may have a different shape. In one example, the mode indicator is arc-shaped and displayed surrounding the loading button.
[0053] In some examples, the step of detecting a first trigger operation on the bullet loading button in a mode switching state may further include the step of determining that the bullet loading button in the mode switching state has been triggered by the player in response to determining that the duration of the first trigger operation on the bullet loading button has exceeded a preset time limit. The trigger operation may be a long press on the bullet loading button, and the duration of the long press on the bullet loading button must exceed a preset time limit. The trigger operation may also be of several other types, such as a slide operation or a quick double-click operation.
[0054] In some examples, step 506, which displays a mode switching panel based on multiple modes of the firearm equipped by the player, further includes the step of displaying multiple panels based on multiple modes of the firearm so as to surround the bullet loading button, wherein the number of multiple panels corresponds to the number of multiple modes of the firearm equipped by the player.
[0055] Step 506, which displays a mode switching panel based on the multiple modes of the firearm equipped by the player, may further include the step of displaying the mode switching panel in a double arc shape so as to surround the bullet loading button.
[0056] In some examples provided herein, a method for controlling shooting gameplay may further include the step of adjusting a crosshair displayed on a graphical user interface to the mode corresponding to the mode selected by the player, in response to determining that the player has selected one of several modes.
[0057] Generally, multiple modes for a firearm can include multiple firing modes and multiple attribute modes. Multiple firing modes for a firearm can include single-shot firing mode, automatic firing mode, and rapid-fire firing mode. Multiple attribute modes for a firearm can include fire attribute mode, electric attribute mode, and magic attribute mode.
[0058] If it is determined that the player has selected one of several firing modes, the firearm may be adjusted to the selected firing mode, and the crosshair displayed on the graphical user interface may be adjusted based on the firing mode selected by the player.
[0059] In some examples provided herein, a method for controlling shooting gameplay includes the steps of adjusting a firearm to a selected attribute mode in response to determining that a player has selected one of several attribute modes, and displaying an attribute indicator next to a crosshair to indicate the attribute mode selected by the player, wherein the attribute indicator includes several attribute indicators corresponding to the number of attribute modes of the firearm equipped by the player.
[0060] If the player is determined to have selected one of several attribute modes, the firearm can be adjusted to the selected attribute mode. The crosshair displayed on the graphical user interface remains unchanged, and an additional attribute mode indicator appears next to the crosshair based on the attribute mode selected by the player.
[0061] Figure 6 is a schematic diagram of a gameplay control device 600 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 601, memory 602, and an input / output (I / O) interface 603.
[0062] The processor 601 typically controls the overall operation of the terminal device, including operations related to display, data acquisition, and data communication. The processor 601 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 601 may include one or more modules that facilitate interaction between the processor 601 and other components. The processor may be a central processing unit (CPU), a microprocessor, a single-chip microcontroller, a graphics processing unit (GPU), or the like.
[0063] Memory 602 is configured to store various types of data to support the operation of the terminal device. Memory 602 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 602 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.
[0064] The I / O interface 603 provides an interface between the processor 601 and peripheral interface modules such as a touchscreen, keyboard, click wheel, and buttons.
[0065] 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 602 containing multiple programs, which can be executed by the terminal device's processor 601 to implement the method described above. In one example, the multiple programs may be executed by the terminal device's processor 601 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.
[0066] 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.
[0067] 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.
[0068] 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 make the best use of the underlying principles and various embodiments, along with various modifications suitable for specific intended uses. Therefore, it should be understood that the scope of the Disclosure is not to be limited to specific examples of the disclosed embodiments, and that modifications and other implementations are intended to be included within the scope of the Disclosure.
Claims
1. The terminal device displays a game scene while displaying a bullet loading button and a crosshair on a graphical user interface, wherein the terminal device includes a display screen showing the graphical user interface. In response to the determination that the player is equipped with a firearm that has multiple modes, the ammunition loading button is adjusted to the mode switching state, In the mode switching state, in response to detecting a first trigger operation on the bullet loading button, the terminal device displays a mode switching panel based on a plurality of modes of the firearm equipped by the player, wherein the mode switching panel includes a panel corresponding to each of the plurality of modes of the firearm. A method for controlling shooting gameplay, comprising: adjusting the firearm to the mode selected by the player in response to the determination that the player has selected one of the multiple modes.
2. A method for controlling shooting gameplay according to claim 1, further comprising loading a bullet into the firearm in response to detecting a second trigger operation on the bullet loading button in the mode switching state.
3. Displaying the bullet loading button and the crosshair on the graphical user interface means A method for controlling shooting gameplay according to claim 1, further comprising displaying the bullet loading button and the crosshair in the default state, wherein the bullet loading button in the default state includes a single bullet loading button.
4. Adjusting the bullet loading button to the mode switching state means Determining the number of modes of the firearm equipped by the player, In the mode switching state, a mode indicator corresponding to the number of modes of the firearm is displayed surrounding the bullet loading button, further comprising: A method for controlling shooting gameplay according to claim 1.
5. In the mode switching state, displaying the mode indicator so as to surround the bullet loading button is, A method for controlling shooting gameplay according to claim 4, further comprising displaying a plurality of mode indicators surrounding the bullet loading button, wherein the number of the plurality of mode indicators corresponds to the number of the plurality of modes of the firearm equipped by the player.
6. In the mode switching state, displaying the mode indicator so as to surround the bullet loading button is, The method for controlling shooting gameplay according to claim 4, further comprising displaying the mode indicator in an arc shape so as to surround the bullet loading button.
7. In the mode switching state, detecting the first trigger operation on the bullet loading button means that The shooting gameplay control method according to claim 6, further comprising determining that the bullet loading button in the mode switching state has been triggered by the player in response to determining that the duration of the first trigger operation on the bullet loading button has exceeded a preset time limit.
8. Displaying the mode switching panel based on the multiple modes of the firearm equipped by the player is, A method for controlling shooting gameplay according to claim 1, further comprising displaying a plurality of panels based on the plurality of modes of the firearm so as to surround the bullet loading button, wherein the number of the plurality of panels corresponds to the number of the plurality of modes of the firearm equipped by the player.
9. Displaying the mode switching panel based on the multiple modes of the firearm equipped by the player is, The method for controlling shooting gameplay according to claim 1, further comprising displaying the mode switching panel in a double arc shape so as to surround the bullet loading button.
10. A method for controlling shooting gameplay according to claim 1, further comprising adjusting the crosshair displayed on the graphical user interface to the mode corresponding to the mode selected by the player, in response to the determination that the player has selected one of the plurality of modes.
11. The method for controlling shooting gameplay according to claim 1, wherein the plurality of modes of the firearm include a plurality of shooting modes and a plurality of attribute modes.
12. The aforementioned firearm's multiple firing modes include a single-shot firing mode and an automatic firing mode. The aforementioned firearm's multiple attribute modes include a fire attribute mode, an electric attribute mode, and a magic attribute mode. A method for controlling shooting gameplay according to claim 11.
13. A method for controlling shooting gameplay according to claim 11, further comprising determining that the player has selected one of the plurality of shooting modes, adjusting the firearm to the selected shooting mode, and adjusting the crosshair displayed on the graphical user interface based on the shooting mode selected by the player.
14. A method for controlling shooting gameplay according to claim 11, comprising adjusting the firearm to the selected attribute mode in response to the determination that the player has selected one of the plurality of attribute modes, and displaying an attribute indicator next to the crosshair to indicate the attribute mode selected by the player, wherein the attribute indicator includes a plurality of attribute indicators corresponding to the number of attribute modes of the firearm equipped by the player.
15. 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 14 when executing the instruction.
16. A non-temporary, computer-readable storage medium for storing computer-executable instructions, when executed by one or more computer processors, for causing one or more computer processors to perform the method according to any one of claims 1 to 14 to encode a current video block into a bitstream and transmit the bitstream.