Methods, devices and storage medium for shooting gameplay control
The method and system for shooting game control dynamically adjust the gun-switch control panel based on the type of game item picked up, addressing the limitations of existing FPS games by enhancing interaction and simplifying gameplay controls.
Patent Information
- Application Number
- PCT/CN2023/114810
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-24
- Publication Date
- 2025-02-27
AI Technical Summary
Existing First-Person Shooter (FPS) games' weapon switching panels are limited in handling different gameplay props and providing operation information in various situations, failing to meet the interaction requirements for diverse game elements.
A method and system for shooting game control that dynamically adjusts the gun-switch control panel on a graphical user interface, replacing buttons and adjusting panels based on the type of game item picked up by the player, such as replacing the bullet reloading button with a game item disposing button and changing the gun switching panel into a game item control state.
This approach enhances gameplay interaction by allowing the gun-switch control panel to adapt to different game scenarios, reducing the number of operation buttons and simplifying player interactions, thereby improving the overall gaming experience.
Smart Images

Figure CN2023114810_27022025_PF_FP_ABST
Abstract
Description
METHODS, DEVICES AND STORAGE MEDIUM FOR SHOOTING GAMEPLAY CONTROLTECHNICAL FIELD
[0001] The present disclosure is related to video game control. More specifically, this disclosure relates to methods, devices and storage medium for gameplay control in shooting games.BACKGROUND
[0002] In some existing First-Person Shooter (FPS) games, the weapon switching panel is generally used to carry information about firearms in the game, and usuallly has two slots for firearms. Players use the weapon switching panel to select the corresponding firearm for game play. However, this method may have some limitations. For instance, it cannot meet the interaction requirements for different gameplay props, and it cannot provide different operation information in different situations.SUMMARY
[0003] Examples of the present disclosure provide methods, devices and storage medium for video shooting game play control.
[0004] According to a first aspect of the present disclosure, a method for shooting game control is provided. The method may include: displaying, by a terminal device, a gun-switch control panel on a graphical user interface while displaying a game scene, where the terminal device comprises a display screen that presents the graphical user interface, and the gun-switch control panel comprises a bullet reloading button and a gun switching panel; and in response to determining that a game item in the game scene is picked up by a player, replacing the bullet reloading button with a game item disposing button, and adjusting the gun switching panel into a game item control state.
[0005] According to a second aspect of the present disclosure, a terminal device for shooting game control is provided. The terminal device may include: a display screen; one or more processors; and a memory configured to store instructions executable by the one or more processors; where the one or more processors, upon execution of the instructions, are configured to perform the method as disclosed in the first aspect of the present disclosure.
[0006] According to a third aspect of the present disclosure, a non-transitory computer-readable storage medium for shooting game control is provided. The non-transitory computer-readable storage medium for storing computer-executable instructions that, when executed by one or more computer processors, cause the one or more computer processors to perform the method as disclosed in the first aspect of the present disclosure.
[0007] It is to be understood that the above general descriptions and detailed descriptions below are only exemplary and explanatory and not intended to limit the present disclosure.BRIEF DESCRIPTION OF THE DRAWINGS
[0008] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate examples consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure..
[0009] FIG. 1 is a schematic diagram illustrating a gameplay control panel for the shooting game in accordance with some implementations of the present disclosure.
[0010] FIG. 2 is a schematic diagram illustrating a gameplay control panel for the shooting game in accordance with some implementations of the present disclosure.
[0011] FIG. 3 is a schematic diagram illustrating a gameplay control panel for the shooting game in accordance with some implementations of the present disclosure.
[0012] FIG. 4 is a schematic diagram illustrating a gameplay control panel for the shooting game in accordance with some implementations of the present disclosure.
[0013] FIG. 5 is a flowchart illustrating a shooting gameplay control method in accordance with some implementations of the present disclosure.
[0014] FIG. 6 is a schematic diagram illustrating a graphical user interface in the shooting game in accordance with some implementations of the present disclosure.
[0015] FIG. 7 is a schematic diagram illustrating a graphical user interface in the shooting game in accordance with some implementations of the present disclosure.
[0016] FIG. 8 is a schematic diagram illustrating a gameplay control panel for the shooting game in accordance with some implementations of the present disclosure.
[0017] FIG. 9 is a block diagram illustrating the structure of a terminal device in accordance with some implementations of the present disclosure.DETAILED DESCRIPTION
[0018] Reference will now be made in detail to example embodiments, examples of which are illustrated in the accompanying drawings. The following description refers to the accompanying drawings in which the same numbers in different drawings represent the same or similar elements unless otherwise represented. The implementations set forth in the following description of example embodiments do not represent all implementations consistent with the disclosure. Instead, they are merely examples of apparatuses and methods consistent with aspects related to the disclosure as recited in the appended claims.
[0019] The terminology used in the present disclosure is for the purpose of describing particular embodiments only and is 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 shall also be understood that the term “and / or” used herein is intended to signify and include any or all possible combinations of one or more of the associated listed items.
[0020] It shall be understood that, although the terms “first, ” “second, ” “third, ” etc., may be used herein 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, without departing from the scope of the present disclosure, first information may be termed as second information; and similarly, second information may also be termed as first information. As used herein, the term “if” may be understood to mean “when” or “upon” or “in response to a judgment” depending on the context.
[0021] The present disclosure provides shooting gameplay control methods, terminal devices, and storage medium to facilitate easy game control and improve gaming experience for FPS game players.
[0022] In the FPS games implementing the methods according to the present disclosure, the function of a gun switching panel will change in accordance with the change of the interactive mechanism of the game object. The corresponding information displayed on the gun switching panel and interactive functions that may be triggered would also change accordingly. In the normal state, the gun switching panel displays the information of the two firearms currently possessed by the player and a reload button for reloading the ammunition. The player may click the reload button to reload the firearm currently in use.
[0023] Despite only one control panel and one operation mechanism, different information and functions in different game scenarios may be carried and delivered in accordance with the gameplay control methods provided in accordance with the present disclosure. Thus, with such implementations, the number of operation buttons over the game scene displayed on a mobile terminal will be reduced, and the corresponding operations required for the players to perform may also be simplified.
[0024] FIG. 1 illustrates an example of a gun-switch control panel displayed over a game scene in accordance with the present disclosure. The gun-switch control panel may be displayed on the graphical user interface provided by a terminal device while displaying a game scene. The gun-switch control panel may be displayed on a different level from the game scene on the graphical user interface. The gun-switch control panel may be displayed on top of a game scene on the graphical user interface. In some examples of the present disclosure, the gun-switch control panel 100 includes at least two sections: the ammunition reload section (the bullet reloading button) 101, and the gun switching panel 102.
[0025] The bullet reloading button 101 may be displayed next to the gun switching panel 102 in some examples as shown in FIG. 1. The relative position between the bullet reloading button 101 and the gun switching panel 102 may be adjusted. The locations of the bullet reloading button 101 and the gun switching panel 102 on the graphical user interface may be switched. In FIG. 1, the bullet reloading button 101 is placed left to the gun switching panel 102 on the graphical user interface. In some other examples, the bullet reloading button 101 may be placed right, or in another direction, to the gun switching panel 102 on the graphical user interface. When the player adjusts the location of the gun-switch control panel 100 on the graphical user interface by a dragging operation or some other operations, the location of the bullet reloading button 101 and the gun switching panel 102 would be adjusted at the same time.
[0026] In some cases, the player may carry two or more firearms at the same time, and the gun switching panel 102 displays the two firearms at the same time. For example, as shown in FIG. 1, the primary firearm in use by the player is displayed on a top panel and the secondary backup firearm may be displayed below the primary firearm. The secondary firearm may be displayed in grey scale or in a lighter scale on the panel. The player may click on the panel corresponding to the firearm to switch between two different firearms.
[0027] In some other cases, as shown in FIG. 2, the player may only carry one firearm in the game, and in such cases, the gun switching panel 102 only displays one firearm. While displaying the primary and secondary firearms possessed by the player, the gun switching panel may also display various information about the firearms, such as the category, the tier, the type of each firearm, and the number of corresponding bullets possessed by the player for each firearm.
[0028] FIG. 3 illustrates an example of the gun-switch control panel in a state when the player picks up a mission ball. In some examples, when the player picks up a gameplay interaction item, for example, a light mission ball, the player may need to transport the light mission ball in the game scene from its original location to a designated location to complete a task. At this time, as shown in FIG. 3, the gun switching panel 102 may be switched to an interface panel to display the light mission ball. The interface panel may include various information of the light mission ball, such as the name, the category, some attributes of the light mission ball, etc. The player may move in the game scene carrying the mission ball. Once the player reaches the designated location, the player may drop and place the mission ball at the designated location to complete the game task.
[0029] After the player picks up the gameplay interaction item, the player is still in possession of the firearms previously carried, though the firearms on the gun switching panel 102 are not displayed and the gun switching panel 102 is switched to the interface panel for the gameplay interaction item. The bullet reloading button 101 may be replaced by a game item disposing button 103 for placing the mission ball back into the game scene.
[0030] FIG. 4 illustrates an example of the gun-switch control panel in a state when the player picks up a rocket launcher. In some examples of the present disclosure, when the player picks up an attacking item, such as a rocket launcher, from the game scene, the gun-switch control panel 100 may adjust accordingly. As shown in FIG. 4, the gun switching panel 102 may be switched to an interface panel to display the status of a rocket missile. The interface panel may include various information of the rocket missile, such as the attack power, some special attributes of the light mission ball, etc. After the player picks up the attacking item, the bullet reloading button 101 may also be replaced by a game item disposing button 103. When the attacking item is a rocket launcher, the game item disposing button 103 may be engaged for launching the rocket missile.
[0031] In some examples of the present disclosure, the player may pick up a defensive item, such as a defensive shield, a defensive ball, etc., from the game scene, and the gun-switch control panel 100 may adjust accordingly. For example, the gun switching panel 102 may be switched to an interface panel to display the status of the defensive item, The interface panel may include various information of the defensive item, such as the name, the category, any special attributes of the defensive item. Or the gun switching panel 102 may not change and keep displaying the primary and secondary firearm possessed by the player as in the normal state. After the player picks up the defensive item, the bullet reloading button 101 may also be replaced by a game item disposing button 103. The player may dispose the defensive item back to the game scene by interacting with the item disposing button 103.
[0032] The defensive item may be placed at some specific location within the game scene, for example, at an entrance of bridge or a building, or the defensive item may be held by the player to shield specific parts of its body. After the player picks up and equips with the defensive item, a defensive effect may be added for the player to protect the player from certain attacks in the game and / or to reduce the effect of certain attacks on the player. Different defensive effects may be added to the player based on the different types of defensive items picked up by the player. The defensive item may help the player to pass through the bridge or other facilities in the game.
[0033] In some examples, the defensive item may be dropped and disappeared after the player passes through the specific facility in the game, or such defensive item may be dropped and disappeared after a specific preset amount of time that has been carried by the player. During such time, the player may choose to drop the defensive item at a specific location or pass it to a teammate within the game by interacting with the item disposing button 103. In some other examples, the defensive item may only be dropped and placed back to the game scene when the player interacts with the item disposing button 103.
[0034] The present disclosure provides a control method for shooting games in accordance with one or more examples of the present disclosure. FIG. 5 is a flowchart illustrating an example of the shooting gameplay control method, and the methods includes the followings steps, Step 502 –Step 504: In Step 502, the terminal device displays a gun-switch control panel 100 on a graphical user interface while displaying a game scene. The terminal device includes a display screen that presents the graphical user interface, and the gun-switch control panel 100 includes a bullet reloading button 101 and a gun switching panel 102.
[0035] In Step 504, when the terminal determines that the game item in the game scene is picked up by the player, the bullet reloading button may be replaced by a game item disposing button, and the gun switching panel may be adjusted into a game item control state.
[0036] In general, the game items that may be picked up by the game player in the game scene may include three different types: the defensive items, the attacking items, and the mission items. The defensive items may include a defensive shield, a defensive ball, a defensive block, etc. The attacking items may include a rocket launcher, a grenade launcher, etc. The mission items may include a mission ball, a mission flag, a mission block, etc.
[0037] In the game scene, the virtual character controlled by the player may interact with the game items by picking up and dropping off them. How the player can interact with such game items is closely related to the gameplay mechanism. The location of such game items placed in the game scene is also where the players usually pass by in the game, so that the game items may be easily spotted and picked up by the player. In the games, such game items may be prompted to the player in different ways. In one example, as illustrated in FIG. 6, a UI icon will be displayed on the game item in the game scene. When the player sees it from a distance, the player may determine the type of the game item and the distance of the game item based on the icon on the interface. In another example, as shown in FIG. 7, when virtual character controlled by the player approaches the game item and gets really close to the game item in the game scene, an interactive button would appear on the interface, and the specific information on how to interact with the game item may be displayed on the button, such as pickup, open, install, throw, etc.
[0038] In some examples, the step 502 of displaying the gun-switch control panel on the graphical user interface further includes: displaying the bullet reloading button and the gun switching panel next to each other, where the gun switching panel includes a control panel on switching between guns equipped by the player in the shooting game. The bullet reloading button and the gun switching panel may be displayed next to each other, left to right, or top to bottom. The relative positions between the bullet reloading button and the gun switching panel may also be adjusted. The gun switching panel may display firearm information of the two or more firearms carried by the player, and the player may switch between different firearms by interacting with the gun switching panel.
[0039] In some examples, the step 504 of replacing the bullet reloading button with the game item disposing button, and adjusting the gun switching panel into the game item control state further includes: determining an attribute of the game item picked up by the player, and replacing the bullet reloading button with the game item disposing button, adjusting the gun switching panel into the game item control state according to the attribute of the game item. When the virtual character controlled by the player picks up an interactive game item from the game scene, the category and the attributes of such game item may be first determined. Then, the gun-switch control panel may be adjusted accordingly: the bullet reloading button may be replaced by the game item disposing button, and the gun switching panel would be adjusted into the game item control state according to the category and / or attributes of the game item.
[0040] For example, according to the present 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: in response to determining that the game item picked up by the player includes a defensive item, adjusting the gun switching panel into a first game item control state, where in the first game item control state, the gun switching panel includes a control panel on switching between guns equipped by the player in the shooting game.
[0041] When the game item picked up by the player is a defensive item, the gun switching panel would be adjusted into a first game item control state, and in the first game item control state, the gun switching panel may still display the firearms carried by the player as in the normal state, and the player may switch between different firearms by interacting with the gun switching panel.
[0042] Furthermore, in response to determining that the game item picked up by the player comprises a defensive item, the shooting gameplay control method further includes: adding a defensive effect associated with the defensive item for the player.
[0043] In addition, when detecting an operation on the game item disposing button by the player, the shooting gameplay control method further includes: removing the defensive item from the player and disposing the defensive item back to the game scene; and switching the game item disposing button back to the bullet reloading button. The operation on the game item disposing button may be a click operation, or other similar touch operations performed by the player. The defensive item may be dropped and placed at a specific location in the game scene based on the operation of the player.
[0044] After detecting the operation on the game item disposing button, the defensive item would be unequipped from the virtual character controlled by the player, and the shooting gameplay control method further includes: removing the defensive effect from the player; and switching the game item disposing button back to the bullet reloading button.
[0045] Furthermore, in response to determining that the player equipped with the defensive item meets a preset unequip condition, the shooting gameplay control method further includes: removing the defensive item from the player and disposing the defensive item back to the game scene; and switching the game item disposing button back to the bullet reloading button. The preset unequip condition may include: the amount of time that the player has carried the defensive item reaches a specific preset amount of time, or the defensive item is damaged.
[0046] In some other examples according to the present disclosure, if the item picked up is an attacking item, such as a rocket launcher, the shooting gameplay control method may further include the step: adjusting the gun switching panel into a second game item control state, where in the second game item control state, the gun switching panel is switched to control operations of the attacking item.
[0047] When the game item picked up by the player is an attacking item, the gun switching panel would be adjusted into the second game item control state, and in the second game item control state, the gun switching panel would switch into a control panel that controls the operation of the attacking item. For example, the player may launch a rocket missile by interacting with the control panel.
[0048] In addition, when detecting an operation on the game item disposing button, the attacking item would be dropped placed back to the game scene by the player, and the shooting gameplay control method further includes: disposing the attacking item back to the game scene; and switching the game item disposing button back to the bullet reloading button, and switching the gun switching panel back to a control panel on switching between guns equipped by the player in the shooting game.
[0049] In some other examples according to the present disclosure, if the item picked up is a mission item, such as a mission ball, the shooting gameplay control method may further include the step: adjusting the gun switching panel into a third game item control state, where in the third game item control state, the gun switching panel is switched to display attributes of the mission item.
[0050] When the game item picked up by the player is a mission item, the gun switching panel would be adjusted into the third game item control state, and in the third game item control state, the gun switching panel would switch into a control panel that displays information of the mission item, such as the name of the mission item, the character of the mission item, the destination where the player needs to transfer the mission item, etc.
[0051] In addition, after detecting an operation on the game item disposing button, the mission item would be dropped placed back to the game scene by the player, and the shooting gameplay control method further includes: disposing the mission item back to the game scene; and switching the game item disposing button back to the bullet reloading button, and switching the gun switching panel back to a control panel on switching between guns equipped by the player in the shooting game.
[0052] In some examples of the preset disclosure, when the player picks up an interactive game item from the game scene, and such game item cannot be dropped or placed back to the game scene, the game disposing button may go into an unavailable state. As illustrated in FIG. 8, the game item disposing button may remain in the unavailable state until certain preset activating condition is met. Such preset condition may include: exhausting the current game item picked by and carried by the player (such as exhausting the total amount of protecting time that may provide by a defensive shield) , picking up another interactive game item that may be dropped by the player, etc. When in the unavailable state, the game item disposing button may be hidden and not displayed, or the game item disposing button may be displayed in a grey or lighter color scale.
[0053] The shooting gameplay control method may further include: maintaining the game item disposing button in an unavailable state until a preset activating condition is met, and activating the game item disposing button in response to determining that the preset activating condition is met.
[0054] When the player performs an operation on the game item disposing button during its unavailable state, a prompt cue may be displayed to show the preset activating condition for the player. Such prompt cues may include waiting for a certain amount of time, travelling for additional steps, reaching a specific location in the game scene, etc.
[0055] FIG. 9 is a schematic diagram of a gameplay control apparatus 900 provided by an example of the present disclosure. The functions implemented by the gameplay control apparatus correspond to the execution steps of the above method. The apparatus may be understood as the above terminal device or the server of the terminal device, or 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, a memory 902, and an Input / Output (I / O) interface 903.
[0056] The processor 901 typically controls overall operations of the terminal device, such as the operations associated with display, data acquisition, and data communications. The processor 901 may include one or more processors to execute instructions to perform all or some of the steps in the above-described methods. Moreover, the processor 901 may include one or more modules that facilitate the 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) , or the like.
[0057] The memory 902 is configured to store various types of data to support the operation of the terminal device. The memory 902 may include predetermined software. Examples of such data include instructions for any applications or methods operated on the terminal device, gameplay datasets, game design data, etc. The memory 902 may be implemented by using any type of volatile or non-volatile memory devices, or a combination thereof, such as a Static Random Access Memory (SRAM) , an Electrically Erasable Programmable Read-Only Memory (EEPROM) , an Erasable Programmable Read-Only Memory (EPROM) , a Programmable Read-Only Memory (PROM) , a Read-Only Memory (ROM) , a magnetic memory, a flash memory, a magnetic or optical disk.
[0058] The I / O interface 903 provides an interface between the processor 901 and peripheral interface modules, such as a touch screen, a keyboard, a click wheel, buttons, and the like.
[0059] In an example of the present disclosure, a non-transitory computer-readable storage medium is also provided. The non-transitory computer-readable storage medium includes a plurality of programs, for example, in the memory 902, executable by the processor 901 in the terminal device, for performing the above-described methods. In one example, the plurality of programs may be executed by the processor 901 in the terminal device to perform the gameplay control methods as disclosed in the present disclosure. The non-transitory computer-readable storage medium may be, for example, a ROM, a Random Access Memory (RAM) , a CD-ROM, a magnetic tape, a floppy disc, an optical data storage device or the like.
[0060]
[0061] The description of the present disclosure has been presented for the purpose of illustration and is not intended to be exhaustive or limited to the present disclosure. Many modifications, variations, and alternative implementations will be apparent to those of ordinary skill in the art having the benefit of the teachings presented in the foregoing descriptions and the associated drawings.
[0062] Unless specifically stated otherwise, an order of steps of the method according to the present disclosure is only intended to be illustrative, and the steps of the method according to the present disclosure are not limited to the order specifically described above, but may be changed according to practical conditions. In addition, at least one of the steps of the method according to the present disclosure may be adjusted, combined or deleted according to practical requirements.
[0063] The examples were chosen and described in order to explain the principles of the disclosure and to enable others skilled in the art to understand the disclosure for various implementations and to best utilize the underlying principles and various implementations with various modifications as are suited to the particular use contemplated. Therefore, it is to be understood that the scope of the disclosure is not to be limited to the specific examples of the implementations disclosed and that modifications and other implementations are intended to be included within the scope of the present disclosure.
Claims
1.A shooting gameplay control method, comprising:displaying, by a terminal device, a gun-switch control panel on a graphical user interface while displaying a game scene, wherein the terminal device comprises a display screen that presents the graphical user interface, and the gun-switch control panel comprises a bullet reloading button and a gun switching panel; andin response to determining that a game item in the game scene is picked up by a player, replacing the bullet reloading button with a game item disposing button, and adjusting the gun switching panel into a game item control state.2.The shooting gameplay control method of claim 1, wherein displaying the gun-switch control panel on the graphical user interface further comprises:displaying the bullet reloading button and the gun switching panel next to each other, wherein the gun switching panel comprises a control panel on switching between guns equipped by the player in the shooting game.3.The shooting gameplay control method of claim 1, wherein the game item picked up by the player in the shooting game comprises: a defensive item, an attacking item, and a mission item.4.The shooting gameplay control method of claim 1, wherein the defensive item comprises a defensive shield, the attacking item comprises a rocket launcher, and the mission item comprises a mission ball.5.The shooting gameplay control method of claim 1, wherein replacing the bullet reloading button with the game item disposing button, and adjusting the gun switching panel into the game item control state comprises:determining an attribute of the game item picked up by the player, andreplacing the bullet reloading button with the game item disposing button, adjusting the gun switching panel into the game item control state according to the attribute of the game item.6.The shooting gameplay control method of claim 5, wherein the game item disposing button comprises a visible icon associated with the game item picked up by the player.7.The shooting gameplay control method of claim 1, further comprising:in response to determining that the game item picked up by the player comprises a defensive item, adjusting the gun switching panel into a first game item control state, wherein in the first game item control state, the gun switching panel comprises a control panel on switching between guns equipped by the player in the shooting game.8.The shooting gameplay control method of claim 1, further comprising:in response to determining that the game item picked up by the player comprises a defensive item, adding a defensive effect associated with the defensive item for the player.9.The shooting gameplay control method of claim 7, further comprising:in response to detecting an operation on the game item disposing button, removing the defensive item from the player and disposing the defensive item back to the game scene; andswitching the game item disposing button back to the bullet reloading button.10.The shooting gameplay control method of claim 8, further comprising:in response to detecting an operation on the game item disposing button, removing the defensive effect from the player; and switching the game item disposing button back to the bullet reloading button.11.The shooting game control method of claim 7, further comprising:in response to determining that the player equipped with the defensive item meets a preset unequip condition, removing the defensive item from the player and disposing the defensive item back to the game scene; andswitching the game item disposing button back to the bullet reloading button.12.The shooting gameplay control method of claim 1, further comprising:in response to determining that the game item picked up by the player comprises an attacking item, adjusting the gun switching panel into a second game item control state, wherein in the second game item control state, the gun switching panel is switched to control operations of the attacking item.13.The shooting game gameplay method of claim 12, further comprising:in response to detecting an operation on the game item disposing button, disposing the attacking item back to the game scene; andswitching the game item disposing button back to the bullet reloading button, and switching the gun switching panel back to a control panel on switching between guns equipped by the player in the shooting game.14.The shooting gameplay control method of claim 1, further comprising:in response to determining that the game item picked up by the player comprises a mission item, adjusting the gun switching panel into a third game item control state, wherein in the third game item control state, the gun switching panel is switched to display attributes of the mission item.15.The shooting gameplay control method of claim 14, further comprising:in response to detecting an operation on the game item disposing button, disposing the mission item back to the game scene; andswitching the game item disposing button back to the bullet reloading button, and switching the gun switching panel back to a control panel on switching between guns equipped by the player in the shooting game.16.The shooting gameplay control method of claim 5, further comprising:maintaining the game item disposing button in an unavailable state until a preset activating condition is met, andactivating the game item disposing button in response to determining that the preset activating condition is met.17.The shooting gameplay control method of claim 16, further comprising:in response to detecting an operation on the game item disposing button during the unavailable state, displaying preset cues of the preset activating condition.18.The shooting gameplay control method of claim 16, wherein the preset activating condition comprises: exhausting the game item by the player, carrying the game item by the player for a preset amount of time, or delivering the game item by the player to a preset location in the game scene.19.A terminal device, comprising:a display screen;one or more processors; anda memory configured to store instructions executable by the one or more processors; wherein the one or more processors, upon execution of the instructions, are configured to perform the method in any of claims 1-18.20.A non-transitory computer-readable storage medium for storing computer-executable instructions that, when executed by one or more computer processors, cause the one or more computer processors to perform the method in any of claims 1-18.
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