Methods, devices and storage medium for switching firearm shooting modes
The method of using a bullet reloading button to invoke a mode switching panel for firearms in shooting games addresses the complexity of switching shooting modes, resulting in a more intuitive and immersive gameplay experience.
Patent Information
- Application Number
- PCT/CN2023/120834
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-22
- Publication Date
- 2025-03-27
AI Technical Summary
Existing shooting games lack intuitive and efficient methods for players to switch between different shooting modes of firearms, leading to a less immersive and more complex gameplay experience.
A method and system that utilize a bullet reloading button to switch between firearm shooting modes, displaying a mode switching panel when the button is interacted with in a specific manner, allowing players to select and switch between different modes seamlessly.
This solution enhances gameplay control by simplifying the mode switching process, reducing the need for additional control buttons, and providing a more intuitive and immersive experience for players in FPS/TPS games.
Smart Images

Figure CN2023120834_27032025_PF_FP_ABST
Abstract
Description
METHODS, DEVICES AND STORAGE MEDIUM FOR SWITCHING FIREARM SHOOTING MODESTECHNICAL 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 the Shooting games (including First-Person Shooting (FPS) games and Third-Person Shooting games (TPS) ) , some special firearms possess multiple shooting modes, and support switching the shooting mode of the firearm itself. For example, a special shotgun may only shoot one bullet at a time by default. When switched to automatic shooting mode, each shot can fire all the remaining bullets in the magazine of the firearm.SUMMARY
[0003] Examples of the present disclosure provide methods, devices and storage medium for switching firearm shooting mode.
[0004] According to a first aspect of the present disclosure, a method for shooting gameplay control is provided. The method may include: displaying, by a terminal device, a bullet reloading button and a crosshair on a graphical user interface while displaying a game scene, wherein the terminal device comprises a display screen that presents the graphical user interface; in response to determining that a firearm with a plurality of modes is equipped by a player, adjusting the bullet reloading button into a mode switching state; in response to detecting a first triggering operation on the bullet reloading button in the mode switching state, 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 for each of the plurality of modes of the firearm; and in response to determining that one mode of the plurality of modes is selected by the player, adjusting the firearm into the mode selected by the player.
[0005] According to a second aspect of the present disclosure, a terminal device for shooting gameplay 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. 1A is a schematic diagram illustrating an example of a bullet reloading button in the shooting game in accordance with some implementations of the present disclosure.
[0010] FIG. 1B is a schematic diagram illustrating an example of a bullet reloading button in the shooting game in accordance with some implementations of the present disclosure.
[0011] FIG. 2 is a schematic diagram illustrating a gameplay control panel displayed over a game scene in accordance with some implementations of the present disclosure.
[0012] FIG. 3A is a schematic diagram illustrating an example of a mode switching panel and a crosshair displayed over a game scene in accordance with some implementations of the present disclosure.
[0013] FIG. 3B is a schematic diagram illustrating an example of a mode switching panel and a crosshair displayed over a game scene in accordance with some implementations of the present disclosure.
[0014] FIG. 4A is a schematic diagram illustrating an example of a mode switching panel and a crosshair displayed over a game scene in accordance with some implementations of the present disclosure.
[0015] FIG. 4B is a schematic diagram illustrating an example of a mode switching panel and a crosshair displayed over a game scene in accordance with some implementations of the present disclosure.
[0016] FIG. 5 is a flowchart illustrating a shooting gameplay control method for switching firearm shooting mode in accordance with some implementations of the present disclosure.
[0017] FIG. 6 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 mode switching methods, terminal devices, and storage medium to facilitate easy game control and improve gaming experience for FPS / TPS game players.
[0022] In the FPS / TPS games with firearms and weapons that need to switch shooting modes in the gameplay, implementing the methods according to the present disclosure may provide the players with improved game experiences. The players may comprehend and perform the mode switching operations easily. The shooting mode switching method in accordance with the present disclosure may also enrich the functions of firearms and improve the playability of firearms. Such methods are quite versatile and may be compatible with varieties of firearms, weapons or even game skills with crosshair aiming function. Such methods may also be implemented in conjunction with other interactive design methods in shooting games.
[0023] The present disclosure provides methods, devices and storage medium for switching firearm shooting mode in shooting games. Players of the FPS / TPS games implementing such methods may switch the shooting modes of target firearms through interacting with the bullet reloading button of such firearms, and information of switching the firearm mode may be conveyed through the sight or crosshair of the target firearms. More specifically, with the firearm mode switching methods, the player may invoke the firearm mode switching panel through interacting with the bullet reloading button, and then the player may see the switching result in real time through the display pattern of the sight or the crosshair of the firearm.
[0024] In some examples according to the present disclosure, players of the FPS / TPS game may invoke the mode switching panel of the equipped firearm through the bullet reloading button. In almost all FPS / TPS mobile games, there is a bullet reloading button on the graphical user interface for the players to control the firearm reloading operations. Switching the firearm shooting mode through the operation on the bullet reloading button without adding other separate control buttons would avoid occupying additional screen space, and thus may provide a simple and easy graphical control interface for the player.
[0025] In terms of visual presentation and information transmission, the bullet reloading button with switching function may be visually distinguished from the normal bullet reloading button. When the player switches to a firearm with mode switching function, the bullet reloading button changes from its regular default state to a mode switching state, which is convenient for players to establish a unified understanding of firearms that can switch modes.
[0026] In some examples according to the present disclosure, the player of the shooting game may invoke the mode switching panel of the equipped firearm by a long press operation, such as pressing the bullet reloading button on the graphical user interface for more than 0.5 second. Then, the player may choose the desired mode of the firearm by an operation which may be a sliding operation or a clicking operation to the corresponding panel on the mode switching panel. After releasing the touch / sliding operation, the mode switching is complete, and the equipped firearm is switched to the mode of the player’s choice.
[0027] Based on the player's operation, the mode switching result of the currently equipped firearm may be displayed in real time at the crosshair on the graphical user interface. To accommodate different types of firearms in FPS / TPS games, different display modes may be adopted in accordance with the present disclosure to indicate the mode switching results at the crosshair.
[0028] In some examples according to the present disclosure, the display of the crosshair itselfmay indicate the mode of the firearm currently equipped. Such crosshair display may be suitable for firearms that have different shooting modes, and under different shooting modes, the firearms may have different shooting capacity and perform shooting operation very differently. For example, mode A is a single-shot shooting mode with lower damage, while mode B is a burst / automatic shooting mode with higher damage. In this case, different crosshairs may be designed for different shooting modes. When switching to a different shooting mode, the crosshair displayed would change accordingly.
[0029] In some other examples, information may be displayed under the crosshair to indicate the mode of the firearm currently equipped. Such information display may be suitable for firearms with little shooting capacity changes, but have different shooting attributes under different modes. For example, firearms may have different elemental attributes: Mode A is an electrical attribute, Mode B is fire attribute, and Mode C is a magic attribute. Bullets shot in different attribute modes may have different additional attribute damages, such as fire damages, electric damages, and / or magical damages. 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 is displayed under the crosshair.
[0030] FIG. 1A illustrates an example of a bullet reloading button 101 in the regular default state displayed over a game scene in accordance with the present disclosure. When the bullet reloading button 101 is under the default state, and a single bullet reloading button is displayed, and the single bullet reloading button may perform its default functions. When detecting a player’s input operation on the bullet reloading button, the firearm that the player currently carries would reload its bullet. Such player’s input operations may include a simple short click operation, a short press operation, a sliding operation, etc.
[0031] FIG. 1B illustrates an example of a bullet reloading button in the mode switching state displayed over a game scene in accordance with the present disclosure. Under the mode switching state, the bullet reloading button 101 may be applied to switch the firing mode of the firearm currently equipped by the player. In addition to the single bullet reloading button, indicators of the available modes of the firearms may also be displayed. Additional indicators may be displayed around the single bullet reloading button to show the number of available modes of the current firearms.
[0032] For example, as shown in FIG. 1B, the indicators 102 are displayed in the form of three arcs around the single bullet reloading button 101, and the three-arc indicators 102 present that three different firing modes are available for the current firearm. The player may choose to switch between the three different firing modes by operating this bullet reloading button 101. The player may choose to initiate the mode switching process by a long press or other compatible operations on the bullet reloading button. In addition, the player may still be able to reload the firearm with a regular operation on the bullet reloading button 101 under the mode switching state. Such regular operations may include a short click / press operation, a sliding operation, etc.
[0033] To switch firing modes of the firearm, the player may interact with the bullet reloading button under the mode switching state. In some examples, when detecting a triggering operation on the bullet reloading button in the mode switching state, a mode switching panel 103 may be invoked on the graphical user interface to display the available firing modes of the current firearm. The triggering operation may include a long press operation on the bullet reloading button under the mode switching state. For example, when a long press operation is detected on the bullet reloading button, the mode switching panel may be invoked. The amount of time the long press operation applied on the bullet reloading button may be required to be longer than a preset time threshold, such as 0.5 second, to invoke the mode switching panel 103.
[0034] Modes displayed on the mode switching panel 103 are based on the plurality of available modes of the firearm equipped by the player. A separate individual panel may be displayed to indicate each available mode of the firearm. For examples, as illustrated in FIG. 2, three shooting modes are available for the current firearm equipped by the player, and three separate mode switching panels 1031, 1032, 1033 are displayed around the bullet reloading button 101 to show these three firing modes. The three sperate mode switching panels 1031, 1032, 1033 may be displayed in a double arc shape, so that they may surround the bullet reloading button 101 on the graphical user interface. The first modes switching panel 1031 may represent a firing mode with fire attribute; the second switching panel 1032 may represent a firing mode with electric attribute; the third switching panel 1033 may represent a firing mode with magic attribute.
[0035] FIG. 3A illustrates an example of a mode switching panel 103’ and a crosshair 104 displayed over a game scene in accordance with the present disclosure. In such example, the mode switching panel 103’ includes two separate panels 1034, 1035 and each panel indicates an available firing mode of the firearm currently equipped by the player. The two separate panels 1034, 1035 are in a double arch shape, and are displayed around the bullet reloading button 101. The first mode switching panel 1034 indicates a firing mode of single shot. When a selection operation from the player is detected on the first mode switching panel 1034, the firearm currently equipped by the player is switched to a single-shot shooting mode. When a firing operation is detected, the firearm would fire a single shot in response to the firing command. The second mode switching panel 1035 indicates an automatic shooting mode. When the selection operation from the player is detected on the second mode switching panel 1035, the firearm currently equipped by the player is switched to the automatic shooting mode. When the firing operation is detected, the firearm would fire all the remaining bullets in the magazine of the firearm in response to the firing command.
[0036] The crosshair 104 displayed over the game scene may be of different styles in accordance with the present disclosure. The display of different styles of the crosshair may help the player to identify what firing mode is selected and what firing mode the firearm is currently in. As shown in FIG. 3A, the single-shot shooting mode is selected by the player, and the crosshair 104 is displayed in accordance with such firing mode selection. Under the single-shot shooting mode, the crosshair 104 displayed includes scale dots around the circumference of the crosshair, and such scale dots extends outward from the circumference of the crosshair.
[0037] FIG. 3B illustrates another example of a mode switching panel 103’ and a crosshair 104 displayed over a game scene in accordance with the present disclosure. As shown in FIG. 3B, the automatic shooting mode is selected in response to the selection operation on the second mode switching panel 1035. The firearm currently carried by the player is in automatic shooting mode. Once the firing operation is detected, all the bullets in the magazine of the firearm are shot in response to the firing command.
[0038] The display of the crosshair 104 may also be adjusted in response to the selection of the automatic shooting mode. Under the automatic shooting modes, as illustrated in FIG. 3B, scale dots around the circumference of the crosshair 104 extends inward towards the center of the crosshair 104. The player may be able to identify the currently shooting mode of the firearm by the appearance of the crosshair 104 displayed on the graphical user interface immediately.
[0039] FIG. 4A illustrates an example of a mode switching panel 103 and a crosshair 104’ displayed over a game scene in accordance with the present disclosure. In this example, the mode switching panel 103 includes three separate panels 1031, 1032, 1033 and each panel indicates an available attribute mode of the firearm currently equipped by the player. The three separate panels 1031, 1032, 1033 are in a double arch shape, and are displayed around the bullet reloading button 101. The mode switching panel 1031 may indicate a fire attribute mode of the firearm. When a selection operation from the player is detected on the mode switching panel 1031, the firearm currently equipped by the player is switched to the fire attribute mode. When a firing operation is detected, the firearm would shoot bullets with fire damage. The mode switching panel 1032 may indicate an electric attribute mode. When the selection operation from the player is detected on the second mode switching panel 1032, the firearm currently equipped by the player is switched to the electric attribute mode. When the firing operation is detected, the firearm would fire a shot with electric damage. The mode switching panel 1033 may indicate a magic attribute mode. When the selection operation from the player is detected on the second mode switching panel 1033, the firearm currently equipped by the player is switched to the magic attribute mode. When the firing operation is detected, the firearm would fire a shot with magic damage.
[0040] The crosshair 104’ displayed over the game scene, as shown in FIG. 4A, may be coupled with attribute indicators 105. The display of attribute indicators 105 next to the crosshair 104’ may help the player to identify what attribute mode is selected and what attribute mode the firearm is currently in. As shown in FIG. 4A, the electric attribute mode is selected by the player, and the attribute indicators 105 is displayed in accordance with the attribute mode selection. Under the electric attribute mode, the indicator corresponding to the electric attribute mode in the attribute indicators 105 is selected or highlighted, so that the player may instantly understand the current attribute mode of the firearm in possession.
[0041] FIG. 4B illustrates another example of the mode switching panel 103 and the crosshair 104’ displayed over a game scene in accordance with the present disclosure. As shown in FIG. 4B, the magic firing mode is selected in response to the selection operation on the mode switching panel 1033. The firearm currently carried by the player is in magic attribute mode. Once a firing operation is detected, the bullet shot by the firearm may carry additional magic damage on top of or without regular bullet damage.
[0042] In such examples according to the present disclosure, display of the crosshair 104’ would not be adjusted in response to the selection of different attribute modes. However, display of the attribute indicators 105 would adjust to show the selection of the attribute mode of the current firearm. As illustrated in FIG. 4B, the indicator corresponding to the magic attribute mode in the attribute indicators 105 is selected or highlighted, so that the player may understand the firearm is in the magic attribute mode.
[0043] The present disclosure provides control methods for switching firearm shooting modes in shooting games. FIG. 5 is a flowchart illustrating an example of the shooting gameplay control method in accordance with one or more examples of the present disclosure. The methods includes the followings steps, Step 502–Step 508: In Step 502, the terminal device displays a bullet reloading button 101 and a crosshair 104 on a graphical user interface while displaying a game scene. The terminal device includes a display screen that presents the graphical user interface.
[0044] In Step 504, when the terminal determines that a firearm with a plurality of modes is equipped by a player, the bullet reloading button 101 may be adjusted into a mode switching state.
[0045] In Step 506, when the terminal detects a first triggering operation on the bullet reloading button 101 in the mode switching state, a mode switching panel 103 may be displayed based on the plurality of modes of the firearm equipped by the player. The mode switching panel 103 may include a panel for each of the plurality of modes of the firearm.
[0046] In Step 508, when the terminal determines that one mode of the plurality of modes is selected by the player, the firearm may be adjusted into the mode based on the selection of the player.
[0047] In some examples according to the present disclosure, when the terminal detects a second triggering operation on the bullet reloading button, in the mode switching state or in the default state, the firearm currently equipped by the player may be reloaded with bullets in response to such operation.
[0048] In some examples, the step 502 of displaying the bullet reloading button and the crosshair on the graphical user interface while displaying the game scene further includes: displaying the bullet reloading button and the crosshair in a default state, where the bullet reloading button in the default state includes a single bullet reloading button. In the default state, the bullet reloading button would be capable of reloading the current firearm in response to a reloading operation from the player.
[0049] In some examples, the step 504 of adjusting the bullet reloading button into the mode switching state further includes: determining the number of the plurality of modes of the firearm equipped by the player; and displaying a mode indicator around the bullet reloading button in the mode switching state corresponding to the number of the plurality of modes of the firearm.
[0050] The step of displaying the mode indicator around the bullet reloading button in the mode switching state may further include: displaying a plurality of mode indicators around the bullet reloading button, where the number of the plurality of mode indicators corresponds to the number of the plurality of mode of the firearm equipped by the player.
[0051] The firearm equipped by the player may include multiple firing / shooting modes, and in the mode switching state, the bullet reloading button may include additional indicators to show the number of available firing modes of the current firearm. The number of additional indicators displayed around the bullet reloading button corresponds to the number of available firing modes of the firearm.
[0052] In some examples, the step of displaying the mode indicator around the bullet reloading button in the mode switching state may further include: displaying the mode indicator in an arc shape surrounding the bullet reloading button. The mode indicators displayed around the bullet reloading button may be of different shapes. In one example, the mode indicators are of an arc shape, and are displayed around the bullet reloading button.
[0053] In some examples, the step of detecting the first triggering operation on the bullet reloading button in the mode switching state may further include: in response to determining that an amount of time of the first triggering operation exerted on the bullet reloading button exceeds a preset time limit, determining that the bullet reloading button in the mode switching state is triggered by the player. The triggering operation may be a long press on the bullet reloading button, and the amount of time the long press operation applied on the bullet reloading button needs to exceed a preset time limit. The triggering operation may be of some other types, such as a sliding operation, a quick double click operation, etc.
[0054] In some examples, the step 506 of displaying the mode switching panel based on the plurality of modes of the firearm equipped by the player further includes: displaying a plurality of panels based on the plurality of modes of the firearm around the bullet reloading button, where a number of the plurality of panels corresponds to the number of the plurality of modes of the firearm equipped by the player.
[0055] The step 506 of displaying the mode switching panel based on the plurality of modes of the firearm equipped by the player may further include: displaying the mode switching panel in a double arc shape surrounding the bullet reloading button.
[0056] In some examples according to the present disclosure, the shooting gameplay control method may further include: in response to determining that one mode of the plurality of modes is selected by the player, adjusting the crosshair displayed on the graphical user interface into a mode corresponding to the mode selected by the player.
[0057] In general, the plurality of modes of the firearm may include a plurality of firing modes and a plurality of attribute modes. The plurality of firing modes of the firearm may include a single firing mode, an automatic firing mode, a burst firing mode, etc. The plurality of attribute modes of the firearm may include a fire attribute mode, an electric attribute mode, a magic attribute mode, etc.
[0058] When one of the plurality of firing modes is determined to be selected by the player, the firearm may be adjusted into a firing mode selected 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 according to the present disclosure, the shooting gameplay control method may further include: in response to determining that one of the plurality of attribute modes is selected by the player, adjusting the firearm into an attribute mode selected and displaying an attribute indicator next to the crosshair to indicate the attribute mode selected by the player, where the attribute indicator comprises a plurality of attribute indicators corresponding a number of plurality of attribute modes of the firearm equipped by the player.
[0060] When one of the plurality of attribute modes is determined to be selected by the player, the firearm may be adjusted into the attribute mode selected; the crosshair displayed on the graphical user interface may remain unchanged, and additional attribute mode indicators may be displayed next to the crosshair based on the attribute mode selected by the player.
[0061] FIG. 6 is a schematic diagram of a gameplay control apparatus 600 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 601, a memory 602, and an Input / Output (I / O) interface 603.
[0062] The processor 601 typically controls overall operations of the terminal device, such as the operations associated with display, data acquisition, and data communications. The processor 601 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 601 may include one or more modules that facilitate the interaction between the processor 601 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.
[0063] The memory 602 is configured to store various types of data to support the operation of the terminal device. The memory 602 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 602 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.
[0064] The I / O interface 603 provides an interface between the processor 601 and peripheral interface modules, such as a touch screen, a keyboard, a click wheel, buttons, and the like.
[0065] 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 602, executable by the processor 601 in the terminal device, for performing the above-described methods. In one example, the plurality of programs may be executed by the processor 601 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.
[0066] 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.
[0067] 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.
[0068] 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 bullet reloading button and a crosshair on a graphical user interface while displaying a game scene, wherein the terminal device comprises a display screen that presents the graphical user interface;in response to determining that a firearm with a plurality of modes is equipped by a player, adjusting the bullet reloading button into a mode switching state;in response to detecting a first triggering operation on the bullet reloading button in the mode switching state, 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 for each of the plurality of modes of the firearm; andin response to determining that one mode of the plurality of modes is selected by the player, adjusting the firearm into the mode selected by the player.2.The shooting gameplay control method of claim 1, further comprising:in response to detecting a second triggering operation on the bullet reloading button in the mode switching state, reloading bullets for the firearm.3.The shooting gameplay control method of claim 1, wherein displaying the bullet reloading button and the crosshair on the graphical user interface further comprises:displaying the bullet reloading button and the crosshair in a default state, wherein the bullet reloading button in the default state comprises a single bullet reloading button.4.The shooting gameplay control method of claim 1, wherein adjusting the bullet reloading button into the mode switching state further comprises:determining a number of the plurality of modes of the firearm equipped by the player; anddisplaying a mode indicator around the bullet reloading button in the mode switching state corresponding to the number of the plurality of modes of the firearm.5.The shooting gameplay control method of claim 4, wherein displaying the mode indicator around the bullet reloading button in the mode switching state further comprises:displaying a plurality of mode indicators around the bullet reloading button, wherein a number of the plurality of mode indicators corresponds to the number of the plurality of mode of the firearm equipped by the player.6.The shooting gameplay control method of claim 4, wherein displaying the mode indicator around the bullet reloading button in the mode switching state further comprises:displaying the mode indicator in an arc shape surrounding the bullet reloading button.7.The shooting gameplay control method of claim 6, wherein detecting the first triggering operation on the bullet reloading button in the mode switching state further comprises:in response to determining that an amount of time of the first triggering operation exerted on the bullet reloading button exceeds a preset time limit, determining that the bullet reloading button in the mode switching state is triggered by the player.8.The shooting gameplay control method of claim 1, wherein displaying the mode switching panel based on the plurality of modes of the firearm equipped by the player further comprises:displaying a plurality of panels based on the plurality of modes of the firearm around the bullet reloading button, wherein a number of the plurality of panels corresponds to the number of the plurality of modes of the firearm equipped by the player.9.The shooting gameplay control method of claim 1, wherein displaying the mode switching panel based on the plurality of modes of the firearm equipped by the player further comprises:displaying the mode switching panel in a double arc shape surrounding the bullet reloading button.10.The shooting gameplay control method of claim 1, further comprising:in response to determining that one mode of the plurality of modes is selected by the player, adjusting the crosshair displayed on the graphical user interface into a mode corresponding to the mode selected by the player.11.The shooting gameplay control method of claim 1, wherein the plurality of modes of the firearm comprise a plurality of firing modes and a plurality of attribute modes.12.The shooting gameplay control method of claim 11, wherein the plurality of firing modes of the firearm comprise a single firing mode, and an automatic firing mode; andwherein the plurality of attribute modes of the firearm comprise a fire attribute mode, an electric attribute mode, and a magic attribute mode.13.The shooting gameplay control method of claim 11, further comprising:in response to determining that one of the plurality of firing modes is selected by the player, adjusting the firearm into a firing mode selected and adjusting the crosshair displayed on the graphical user interface based on the firing mode selected by the player.14.The shooting gameplay control method of claim 11, further comprising:in response to determining that one of the plurality of attribute modes is selected by the player, adjusting the firearm into an attribute mode selected and displaying an attribute indicator next to the crosshair to indicate the attribute mode selected by the player, wherein the attribute indicator comprises a plurality of attribute indicators corresponding a number of plurality of attribute modes of the firearm equipped by the player.15.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 1-14.16.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 1-14 to encode the current video block into a bitstream, and transmit the bitstream.
Citation Information
Patent Citations
Virtual object control method and device, terminal and storage medium
CN111921188A
Shooting processing method and device in game and electronic equipment
CN112973115A
Control method and device for shooting in game, electronic equipment and readable medium
CN113499590A
Polymorphic firearm controller
US20110275435A1
Operation control method and apparatus, electronic device, and storage medium
US20210260479A1