Game object management method and device, electronic equipment and storage medium

By responding to the bullet replacement operation on the display interface of the game terminal, updating the virtual bullets in the virtual magazine and displaying the status mark, the problem of cumbersome and delay in replacing the virtual magazine in the existing technology is solved, and the game strategic planning and experience is improved.

CN120204719APending Publication Date: 2025-06-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510611616.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-13
Publication Date
2025-06-27

AI Technical Summary

Technical Problem

In existing games, it is cumbersome to replace virtual bullets in virtual magazines during the game, and there is a delay in the replacement process, which affects the game experience.

Method used

By displaying game scenes and virtual characters on the terminal display interface, responding to the bullet change trigger operation, update the virtual bullets in the virtual magazine, and update the display status flag according to the updated bullet information.

Benefits of technology

It realizes quick updates of virtual magazines, improves the update efficiency of virtual magazines, helps players to clearly grasp the bullets in the magazines, and improves game strategic planning and experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game object management method and device, electronic equipment and a storage medium, and relates to the technical field of games. The method comprises the following steps: in response to bullet replacement triggering operation, updating a current virtual bullet in a virtual cartridge holder; and according to the bullet information of the updated virtual bullet in the virtual cartridge holder, updating the display state identifier of the virtual bullet in the virtual cartridge holder. According to the method, the virtual bullet in the virtual cartridge holder can be quickly updated through the bullet replacement triggering operation, so that the updating efficiency of the virtual cartridge holder is improved; in addition, based on the bullet information of the virtual bullet in the updated virtual cartridge holder, the display state identifier of the virtual bullet in the virtual cartridge holder can be updated, so that the condition of the virtual bullet in the virtual cartridge holder can be clearly mastered according to the display state identifier, a following game combat strategy can be conveniently planned, and the game experience is improved.
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Description

Technical Field

[0001] This application relates to the field of game technologies, and more particularly, to a method, apparatus, electronic device, and storage medium for managing game objects. Background Art

[0002] In some first-person shooting games, the virtual bullets used by players can be divided into different rarities. Virtual bullets of different rarities have different attack attributes, can cause different physical damages, and have different usage values. How to reasonably manage and use virtual bullets of different rarities is an important aspect that needs to be considered in game strategies.

[0003] Currently, when a player wants to replace the virtual bullets installed in the virtual magazine during the game, or install virtual bullets of different rarities specifically, they usually need to first open the backpack and then manually select the virtual bullets to be replaced for installation.

[0004] This method is cumbersome to operate, and there is a certain delay between the reloading operation and the completion of reloading, resulting in a poor gaming experience for players. Summary of the Invention

[0005] The purpose of this application is to provide a method, apparatus, electronic device, and storage medium for managing game objects, so as to facilitate the quick update of the virtual magazine and timely understand the distribution of virtual bullet attributes in the virtual magazine.

[0006] To achieve the above purpose, the technical solutions adopted in the embodiments of this application are as follows:

[0007] In a first aspect, an embodiment of this application provides a method for managing game objects. A game scene is displayed on a display interface of a terminal. A virtual character is displayed in the game scene, where the virtual character is configured with a virtual magazine associated with a virtual firearm. The method includes:

[0008] Respond to a reloading trigger operation to update the current virtual bullets in the virtual magazine;

[0009] Update the display status identifier of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine, where the bullet information includes bullet attributes and bullet quantities.

[0010] In a second aspect, an embodiment of this application further provides a device for managing game objects. A game scene is displayed on a display interface of a terminal. A virtual character is displayed in the game scene, where the virtual character is configured with a virtual magazine associated with a virtual firearm. The device includes: an operation module and an update module;

[0011] The operation module is configured to respond to a reload trigger operation and update the current virtual bullets in the virtual magazine.

[0012] The update module is configured to update the display status identifier of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine, where the bullet information includes bullet attributes and the number of bullets.

[0013] In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the game object management method provided in the first aspect.

[0014] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the game object management method provided in the first aspect.

[0015] The beneficial effects of the present application are as follows:

[0016] The present application provides a game object management method, device, electronic device, and storage medium, including: responding to a reload trigger operation to update the current virtual bullets in the virtual magazine; updating the display status identifier of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine. This method can quickly update the virtual bullets in the virtual magazine through the reload trigger operation, improving the update efficiency of the virtual magazine; based on the bullet information of the updated virtual bullets in the virtual magazine, the display status identifier of the virtual bullets in the virtual magazine can also be updated, so that the situation of the virtual bullets in the virtual magazine can be clearly grasped according to the display status identifier, facilitating the planning of the next game battle strategy, and thus improving the game experience.

[0017] In addition, based on the bullet information of the updated virtual bullets in the virtual magazine, the associated display identifier of the virtual gun can also be updated, facilitating the player to master the situation of the virtual bullets in the backpack and the virtual bullets in the virtual magazine.

[0018] Through the first reload mode, convenient automatic reloading can be achieved, simplifying the operation and being more friendly to novice players; through the second reload mode, players can, according to their own needs, select the required virtual bullets through the reload operation to update the virtual magazine, improving the reload flexibility. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] To more clearly illustrate the technical solutions of the embodiments of the present application, the accompanying drawings required for the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can also be obtained based on these drawings without creative efforts.

[0020] Figure 1 Flow chart of a method for managing game objects provided by an embodiment of the present application;

[0021] Figure 2 Flow chart of another method for managing game objects provided by an embodiment of the present application;

[0022] Figure 3 Flow chart of yet another method for managing game objects provided by an embodiment of the present application;

[0023] Figure 4 Flow chart of another method for managing game objects provided by an embodiment of the present application;

[0024] Figure 5 Schematic diagram of the display of virtual bullets in a virtual magazine provided by an embodiment of the present application;

[0025] Figure 6 Flow chart of yet another method for managing game objects provided by an embodiment of the present application;

[0026] Figure 7 Schematic diagram of another display of virtual bullets in a virtual magazine provided by an embodiment of the present application;

[0027] Figure 8 Flow chart of yet another method for managing game objects provided by an embodiment of the present application;

[0028] Figure 9 Flow chart of another method for managing game objects provided by an embodiment of the present application;

[0029] Figure 10 Flow chart of another method for managing game objects provided by an embodiment of the present application;

[0030] Figure 11 Schematic diagram of the distribution result of virtual bullets provided by an embodiment of the present application;

[0031] Figure 12 Schematic diagram of a user interface provided by an embodiment of the present application;

[0032] Figure 13 Schematic diagram of another user interface provided by an embodiment of the present application;

[0033] Figure 14 Another schematic diagram of the user interface provided by the embodiment of the present application;

[0034] Figure 15 A schematic flowchart of another method for managing game objects provided by the embodiment of the present application;

[0035] Figure 16 A schematic diagram of a virtual magazine display provided by the embodiment of the present application;

[0036] Figure 17 Another schematic diagram of a virtual magazine display provided by the embodiment of the present application;

[0037] Figure 18 A schematic flowchart of another method for managing game objects provided by the embodiment of the present application;

[0038] Figure 19 Another schematic diagram of a virtual magazine display provided by the embodiment of the present application;

[0039] Figure 20 A schematic flowchart of another method for managing game objects provided by the embodiment of the present application;

[0040] Figure 21 Another schematic diagram of the user interface provided by the embodiment of the present application;

[0041] Figure 22 Another schematic diagram of the user interface provided by the embodiment of the present application;

[0042] Figure 23 A schematic diagram of a device for managing game objects provided by the embodiment of the present application;

[0043] Figure 24 A schematic diagram of the structure of an electronic device provided by the embodiment of the present application. Detailed implementation manners

[0044] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. It should be understood that the accompanying drawings in the present application are only for the purposes of illustration and description, and are not used to limit the protection scope of the present application. In addition, it should be understood that the schematic drawings are not drawn in actual proportions. The flowcharts used in the present application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations in the flowchart may not be implemented in sequence, and steps without logical context relationships may be reversed or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of the present application.

[0045] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all embodiments. The components of the embodiments of the present application usually described and illustrated in the accompanying drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but merely represents selected embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative efforts belong to the scope of protection of the present application.

[0046] The management of game objects in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the management of game objects runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.

[0047] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the management of game objects are completed on the cloud game server, and the role of the client device is for data reception, sending, and the presentation of the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0048] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0049] In a possible implementation manner, an embodiment of the present invention provides a method for managing game objects, which provides a graphical user interface through a terminal device. Herein, the terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.

[0050] It should be noted that the term "including" will be used in the embodiments of this application to indicate the existence of the features stated thereafter, but does not exclude the addition of other features.

[0051] In survival gold rush FPS (First-Person Shooter Game) games, such as: Firefly Assault, Dark Zone Breakout, Escape from Tarkov, the bullets of the virtual guns used by virtual characters can be divided into different rarities. Bullets of different rarities have different damages and values. Therefore, during the battle, effective management of bullets of different rarities is a key aspect that needs to be emphasized in the strategy.

[0052] The currently implemented bullet management method is not fast enough. Generally, when a player wants to replace the bullets in the magazine or specifically select bullets of different rarities, they need to open the backpack and manually select the required bullets for installation. The operation is relatively cumbersome, with high risk and affects the game experience. Moreover, there is no clear distinction between bullets of different rarities in the target magazine. For players, they cannot promptly know the rarity of the bullets installed in the magazine and cannot make accurate reloading or shooting decisions, which also affects the game experience of players.

[0053] Figure 1 It is a schematic flowchart of a method for managing game objects provided by an embodiment of this application; the execution subject of this method can be a computer device such as a terminal or a server. A game scene is displayed on the display interface of the terminal, and a virtual character is displayed in the game scene. Herein, the virtual character is configured with a virtual magazine associated with the virtual gun.

[0054] The virtual character can be a game character controlled by a player through a terminal device. Each virtual character can be configured with multiple virtual guns, and each virtual gun has a corresponding virtual magazine for accommodating virtual bullets. During the game, the player can perform a reloading operation on the virtual magazine associated with the virtual gun currently used by the controlled virtual character; or during non-game time, the player can pre-configure the bullets in the virtual magazines for managing each virtual gun in the backpack, and then install the pre-configured virtual magazine onto the virtual gun for direct use during the game.

[0055] As Figure 1 shown, the method includes:

[0056] S101. In response to a reload trigger operation, update the current virtual bullets in the virtual magazine.

[0057] Based on the above description, the virtual magazine here can be the virtual magazine of the virtual gun currently used by the virtual character controlled by the player, or the virtual magazine of the virtual gun in the player's backpack.

[0058] Currently, some virtual bullets may be installed in the virtual magazine, or the virtual magazine may be filled with virtual bullets, or the current virtual magazine may be empty. In all these three cases, the reload trigger operation can be responded to update the current virtual bullets in the virtual magazine.

[0059] When the current virtual bullets are empty, it is equivalent to assembling the virtual magazine from scratch.

[0060] Optionally, the player can trigger a reload at any time, or during the battle, trigger a reload immediately according to the current game battle situation.

[0061] S102. Update the display status flag of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine.

[0062] Among them, the bullet information includes bullet attributes and the number of bullets.

[0063] The rarity of the bullet, the penetration effect of the bullet, the physical attack value of the bullet, and the skill effect of the bullet, etc. can all be used as one of the bullet attributes.

[0064] In some embodiments, the display status flag of the virtual bullets in the virtual magazine can be updated according to the bullet information of the updated virtual bullets in the virtual magazine. The display status flag is used to indicate the bullet attributes of the virtual bullets in the virtual magazine and the number of virtual bullets with different bullet attributes, so that the player can intuitively master the situation of the virtual bullets in the virtual magazine according to the display status flag, in order to more effectively manage the virtual bullets in the virtual magazine and plan the next game battle strategy.

[0065] In summary, the management method of game objects provided in this embodiment includes: in response to a reload trigger operation, update the current virtual bullets in the virtual magazine; update the display status flag of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine. This method can quickly update the virtual bullets in the virtual magazine through the reload trigger operation, improving the update efficiency of the virtual magazine; based on the bullet information of the virtual bullets in the updated virtual magazine, the display status flag of the virtual bullets in the virtual magazine can also be updated, so that the situation of the virtual bullets in the virtual magazine can be clearly mastered according to the display status flag, facilitating the planning of the next game battle strategy, and thus improving the game experience.

[0066] Figure 2 It is a schematic flowchart of another method for managing game objects provided by an embodiment of the present application; optionally, in step S101, in response to a reload trigger operation, updating the current virtual bullets in the virtual magazine may include:

[0067] S201. Respond to the reload trigger operation and determine the reload mode.

[0068] In some embodiments, the reload trigger operation may have different operation forms, and the reload modes triggered by different operation forms are different. Therefore, according to the current reload trigger operation of the player, the triggered reload mode can be determined.

[0069] S202. Adopt the reload strategy corresponding to the reload mode to update the current virtual bullets in the virtual magazine.

[0070] The reload strategies corresponding to different reload modes are different, and the current virtual bullets in the virtual magazine can be updated according to the reload strategy corresponding to the determined reload mode.

[0071] Optionally, this method further includes: updating the display identifier associated with the virtual firearm.

[0072] In some embodiments, based on the bullet information of the updated virtual bullets in the virtual magazine, the display identifier associated with the virtual firearm can also be updated. The display identifier associated with the virtual firearm is used to indicate the total number of virtual bullets in the player's backpack and the number of virtual bullets currently installed in the virtual magazine associated with the virtual firearm. At the same time, it can also indicate the bullet attributes of the virtual bullets that the virtual firearm is currently firing (which can also be understood as consuming).

[0073] The player can clearly understand the situation of virtual bullets in the backpack, the situation of virtual bullets in the virtual magazine, and the situation of the virtual bullets currently being fired based on the display identifier associated with the virtual firearm.

[0074] Figure 3 It is a schematic flowchart of yet another method for managing game objects provided by an embodiment of the present application; optionally, the display status identifier includes at least one bullet identifier representing a preset quantity. In step S102, according to the bullet information of the updated virtual bullets in the virtual magazine, updating the display status identifier of the virtual bullets in the virtual magazine may include:

[0075] S301. Obtain the bullet quantities corresponding to different bullet attributes respectively.

[0076] In this embodiment, the bullet attribute may refer to bullet rarity; the bullet quantity of virtual bullets with the same bullet rarity can be determined according to the updated bullet rarity of each virtual bullet.

[0077] For example: There are 20 virtual bullets updated in the virtual magazine, including 5 virtual bullets with a rarity of 1, 7 virtual bullets with a rarity of 2, and 8 virtual bullets with a rarity of 3. Then, the number of bullets corresponding to different rarities can be obtained.

[0078] S302. Determine the first display parameter of the bullet identifier corresponding to different bullet attributes according to the number of bullets corresponding to different bullet attributes.

[0079] The first display parameter represents different numbers of bullets.

[0080] The first display parameters corresponding to different numbers of bullets are different. The first display parameter can be represented by display size or display ratio, etc. For example: a smaller display size corresponds to a smaller number of bullets, and a larger display size corresponds to a larger number of bullets.

[0081] S303. Determine the second display parameter of the bullet identifier corresponding to different bullet attributes according to different bullet attributes.

[0082] Different bullet attributes correspond to different second display parameters. The second display parameter is used to distinguish the rarity of bullets, which can help players clearly understand the rarity of different virtual bullets. The second display parameter can be characterized in different ways such as color, transparency, icon, etc.

[0083] S304. Display the bullet identifiers of the virtual bullets in the virtual magazine according to the first display parameter and the second display parameter.

[0084] According to the determined first display parameter and second display parameter, the bullet identifiers of the virtual bullets in the virtual magazine can be displayed. Based on the bullet identifiers, the rarity of each virtual bullet in the virtual magazine and the number of bullets with different rarities can be quickly understood.

[0085] Figure 4 It is a schematic flowchart of another method for managing game objects provided by an embodiment of the present application; optionally, this method may further include:

[0086] S401. Determine the display position of the target virtual bullet to be installed currently in the virtual magazine according to the preset bullet installation order.

[0087] The installation order and firing order of the virtual bullets in the virtual magazine can be preset. For example: the virtual bullets are installed sequentially from the top of the virtual magazine, and the virtual bullets are fired sequentially from the bottom of the virtual magazine, that is, the virtual bullets installed first are fired first.

[0088] According to the preset bullet installation order, the display position of the target virtual bullet to be installed currently in the virtual magazine can be determined.

[0089] Figure 5 This is a schematic diagram showing the display of virtual bullets in a virtual magazine provided by an embodiment of the present application. Assuming that the installation order of virtual bullets is from the top of the virtual magazine in sequence, and 7 bullets have been installed in the virtual magazine, then the display of the current target virtual bullet to be installed is located above the topmost bullet in the virtual magazine.

[0090] S402. At the display position, display the target virtual bullet according to the display status identifier of the target virtual bullet.

[0091] When displaying the target virtual bullet at the determined display position, the target virtual bullet can be displayed according to the display status identifier of the target virtual bullet, so as to facilitate understanding the rarity of the target virtual bullet.

[0092] Figure 6 This is a schematic flowchart of another method for managing game objects provided by an embodiment of the present application; optionally, the display status identifier includes an indication identifier representing the bullet information of the virtual bullet to be currently fired; in step S102, according to the bullet information of the updated virtual bullets in the virtual magazine, updating the display status identifier of the virtual bullets in the virtual magazine may include:

[0093] S501. Determine the quantity identifier corresponding to the virtual bullet to be currently fired according to the quantity of the virtual bullet with the target bullet attribute to be currently fired.

[0094] Assume that the virtual bullets in the virtual magazine are fired in sequence from the bottom of the virtual magazine. Then, the virtual bullets to be currently fired are some of the virtual bullets located at the bottom of the virtual magazine. To facilitate the player to clearly understand the bullet situation of the virtual bullet to be currently fired, the quantity identifier corresponding to the virtual bullet to be currently fired can be determined according to the quantity of the virtual bullet with the target bullet attribute to be currently fired.

[0095] Figure 7 This is another schematic diagram showing the display of virtual bullets in a virtual magazine provided by an embodiment of the present application; the virtual bullets corresponding to the green magazine strips in the virtual magazine have the same bullet rarity, the virtual bullets corresponding to the blue magazine strips have the same bullet rarity, and the bullet rarity represented by the blue magazine strip is different from the bullet rarity represented by the green magazine strip. As Figure 7 shown, the virtual bullets represented by the multiple green magazine strips located at the bottom of the virtual magazine are the virtual bullets to be currently fired, that is, the virtual bullets to be consumed for the next firing. Then, the quantity of the virtual bullets corresponding to the green magazine strips can be obtained to get the quantity identifier of the virtual bullets to be currently fired. Figure 7 The number 8 displayed on the right side of the green magazine strip area at the bottom of the virtual magazine in [Figure] is the quantity identifier of the virtual bullets to be currently fired.

[0096] S502. Determine the attribute identifier corresponding to the quantity identifier according to the target bullet attribute.

[0097] The attribute identifier corresponding to the quantity identifier is used to indicate the bullet attributes of the virtual bullet to be fired currently. Therefore, the attribute identifier corresponding to the quantity identifier can be determined according to the target bullet attribute, that is, according to the bullet attributes of the virtual bullet to be fired currently.

[0098] Taking the bullet rarity as an example of the bullet attribute, as Figure 7 shown, when different display colors are used to represent virtual bullets with different rarities, the attribute identifier corresponding to the quantity identifier can be set to the display color of the virtual bullet to be fired currently, that is, Figure 7 the green color in

[0099] Of course, Figure 7 this is only a possible illustration. When different transparencies are used to represent virtual bullets with different rarities, the attribute identifier corresponding to the quantity identifier can be set to the transparency corresponding to the virtual bullet to be fired currently.

[0100] S503. Display the indication identifier of the virtual bullet to be fired currently in the virtual magazine according to the quantity identifier corresponding to the virtual bullet to be fired currently and the attribute identifier corresponding to the quantity identifier.

[0101] Then, according to the determined quantity identifier and the attribute identifier corresponding to the quantity identifier, the displayed indication identifier is as Figure 7 shown, and the indication identifier is Figure 7 the green number 8 on the right side of the green magazine bar at the bottom of the virtual magazine in . Through the green number 8, the player can clearly understand the bullet attributes and quantity of the virtual bullet to be fired currently.

[0102] Of course, in some embodiments, in addition to displaying the indication identifier of the virtual bullet to be fired currently at the bottom, the indication identifiers of all virtual bullets in the virtual magazine can also be displayed in the above manner. However, for players, they are more concerned about the situation of the virtual bullet to be fired soon, and in order to ensure the display clarity of the screen and avoid chaos of the screen when there are more indication identifiers, this solution can consider only displaying the indication identifier of the virtual bullet to be fired at the bottom.

[0103] Optionally, in step S202, when using the reloading strategy corresponding to the reloading mode to update the virtual bullets currently in the virtual magazine, it may include: if the reloading mode is the first reloading mode, update the virtual bullets currently in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack.

[0104] The first reloading mode may refer to an automatic reloading mode. In this reloading mode, according to the reloading trigger operation, the virtual bullets in the virtual magazine can be automatically updated for reloading.

[0105] Optionally, in the automatic reloading mode, in response to the reloading trigger operation, the current virtual bullets in the virtual magazine can be updated according to the bullet information of all the virtual bullets held in the player's backpack.

[0106] Figure 8 It is a schematic flowchart of another method for managing game objects provided by the embodiments of the present application; optionally, in step S202, adopting the reloading strategy corresponding to the reloading mode to update the current virtual bullets in the virtual magazine may include:

[0107] S601. If the reloading mode is the second reloading mode, then in response to the reloading operation, determine the virtual bullets with target bullet attributes.

[0108] The second reloading mode may refer to a manual reloading mode. In this reloading mode, it is necessary to determine the virtual bullets that want to be reloaded into the virtual magazine according to the player's specific reloading operation.

[0109] In some embodiments, the player can select the virtual bullets with the desired bullet attributes through the reloading operation. For example: select the virtual bullets with the desired rarity.

[0110] S602. Update the current virtual bullets in the virtual magazine according to the virtual bullets with target bullet attributes.

[0111] The current virtual bullets in the virtual magazine can be replaced or the virtual magazine can be reloaded according to the selected virtual bullets.

[0112] Specifically, whether to perform reloading or reloading can be determined according to the remaining capacity of the virtual magazine. When the virtual magazine is filled with virtual bullets, reloading can be performed to replace some or all of the virtual bullets already installed in the virtual magazine; when there is still remaining capacity in the virtual magazine, reloading can be performed to fill the virtual magazine.

[0113] Optionally, in the above steps, updating the current virtual bullets in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack may include: updating the current virtual bullets in the virtual magazine according to the rarity level of each virtual bullet in the player's backpack and / or the quantity level corresponding to each rarity virtual bullet.

[0114] In some embodiments, the current virtual bullets in the virtual magazine can be updated by using the virtual bullets with a higher rarity level according to the rarity level of each virtual bullet in the player's backpack.

[0115] For example, the rarity levels of virtual bullets in the player's backpack are: rarity level 1, rarity level 2, and rarity level 3. The priority of rarity level 1 is greater than that of rarity level 2, and that of rarity level 2 is greater than that of rarity level 3. That is, the virtual bullets of rarity level 1 are the rarest and have a higher corresponding damage value. Then, the virtual bullets of rarity level 1 can be used to update the current virtual bullets in the virtual magazine.

[0116] In some other embodiments, according to the quantity levels corresponding to the virtual bullets of each rarity in the player's backpack, the virtual bullets of the rarity with a higher quantity level can be used to update the current virtual bullets in the virtual magazine.

[0117] For example, the virtual bullets in the player's backpack are: 8 virtual bullets of rarity 1, 10 virtual bullets of rarity 2, and 15 virtual bullets of rarity 3. The quantity of the virtual bullets of rarity 3 is the largest, and the corresponding quantity level is the highest. Then, the virtual bullets of rarity 3 can be used to update the current virtual bullets in the virtual magazine.

[0118] Optionally, in the above steps, updating the current virtual bullets in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack may include: updating the current virtual bullets in the virtual magazine according to the bullet information of the current virtual bullets in the virtual magazine and the bullet information of each virtual bullet in the player's backpack.

[0119] In some other embodiments, according to the bullet rarity of each currently installed virtual bullet in the virtual magazine or the quantity of bullets of each rarity, combined with the bullet information of each virtual bullet in the player's backpack, the current virtual bullets in the virtual magazine can be updated.

[0120] Figure 9 It is a schematic flowchart of another method for managing game objects provided by the embodiments of the present application; optionally, in the above steps, updating the current virtual bullets in the virtual magazine according to the bullet information of the current virtual bullets in the virtual magazine and the bullet information of each virtual bullet in the player's backpack may include:

[0121] S701. If there are some virtual bullets currently in the virtual magazine, determine the virtual bullets with the target rarity from the player's backpack according to the rarity of the currently to-be-fired virtual bullet among the some virtual bullets and the rarity of each virtual bullet in the player's backpack.

[0122] If there are some virtual bullets currently in the virtual magazine, that is, the virtual magazine is not full, then according to the bullet rarity of the topmost virtual bullet in the virtual magazine, the bullets in the backpack with the same rarity as the topmost virtual bullet can be used as the virtual bullets with the target rarity to replenish the virtual magazine.

[0123] Exemplarily, if the virtual bullet at the top of the virtual magazine is a virtual bullet with rarity 1, then the virtual bullet with rarity 1 in the backpack can be replenished and installed into the virtual magazine.

[0124] If there is no virtual bullet in the backpack with the same rarity as the virtual bullet at the top, or if the virtual magazine is currently empty, then the virtual bullet with the lowest rarity in the backpack can be filled into the virtual magazine.

[0125] S702. Reload the virtual magazine according to the virtual bullet with the target rarity to update the current virtual bullets in the virtual magazine.

[0126] Since the virtual magazine is not full, the virtual magazine can be reloaded with the determined virtual bullets with the target rarity according to the remaining capacity in the virtual magazine to fill the virtual magazine.

[0127] In some other embodiments, the virtual bullets in the virtual magazine can be updated by selecting the virtual bullets with the rarity of the current virtual bullet to be fired at the bottom of the virtual magazine from the backpack.

[0128] Exemplarily, the virtual bullet at the bottom of the virtual magazine is a virtual bullet with rarity 1, that is, the virtual bullet with rarity 1 will be consumed first when firing next time. Then, the virtual bullet with rarity 1 in the backpack can be used to update the current virtual bullets in the virtual magazine.

[0129] Of course, the virtual magazine can also be updated by selecting the missing virtual bullets of a certain rarity from the backpack according to the rarity of each virtual bullet in the virtual magazine.

[0130] For example: if the virtual magazine currently lacks virtual bullets with rarity 2, then the virtual bullets with rarity 2 in the backpack can be used to update the virtual magazine.

[0131] In some other cases, the virtual magazine can also be updated by selecting the virtual bullets with a smaller or larger quantity from the backpack according to the quantity of virtual bullets of each rarity in the virtual magazine.

[0132] For example: there are 5 virtual bullets with rarity 1, 3 virtual bullets with rarity 2, and 8 virtual bullets with rarity 3 in the virtual magazine. Then, the virtual bullets with rarity 2 can be selected from the backpack to update the virtual magazine. Conversely, the virtual bullets with rarity 3 can also be selected from the backpack to update the virtual magazine.

[0133] If the virtual magazine is currently full of virtual bullets, then according to the above method, the selected virtual bullets from the backpack can be used to replace some or all of the bullets filled in the virtual magazine.

[0134] Figure 10 It is a schematic flowchart of another method for managing game objects provided by an embodiment of the present application; optionally, in step S601, if the reloading mode is the second reloading mode, in response to the reloading operation, determining a virtual bullet with target bullet attributes may include:

[0135] S801. If the reloading mode is the second reloading mode, display the distribution result of virtual bullets according to the bullet information of each virtual bullet in the player's backpack.

[0136] The distribution of each virtual bullet can be displayed according to the bullet information of each virtual bullet in the player's backpack to display the distribution result of virtual bullets. The distribution result is used to distinguish and display virtual bullets of different rarities to facilitate the player to quickly select virtual bullets of a specified rarity.

[0137] S802. In response to the reloading operation, determine a virtual bullet with target bullet attributes from the distribution result.

[0138] Based on the displayed distribution result, a virtual bullet with the target bullet rarity can be determined from the distribution result according to the player's reloading operation.

[0139] Optionally, in step S801, displaying the distribution result of virtual bullets according to the bullet information of each virtual bullet in the player's backpack may include: displaying the distribution of virtual bullets of each rarity according to the rarity of each virtual bullet in the player's backpack and the number of virtual bullets with the same rarity, and associatively displaying the quantity information of virtual bullets of each rarity.

[0140] Each virtual bullet can be divided according to the rarity of the bullet to display the virtual bullets of each rarity and the corresponding bullet quantity.

[0141] Figure 11 It is a schematic diagram of the distribution result of virtual bullets provided by an embodiment of the present application. After determining that the reloading mode is the second reloading mode based on the reloading trigger operation, first, a reloading roulette can be called out, and the division result of virtual bullets of each rarity is displayed through the reloading roulette.

[0142] Assume that different colors represent virtual bullets of different rarities, and the priority of different color rarities is as follows: white < green < blue < purple < orange < red, that is, the red virtual bullet has the highest rarity, and the white virtual bullet has the lowest rarity.

[0143] According to the bullet information of each virtual bullet in the backpack, it can be determined that there are 100 white bullets, 0 green bullets and red bullets, 95 blue bullets, 50 purple bullets, and 35 orange bullets, thus generating as Figure 11Such virtual bullet distribution results. Based on the distribution results, players can clearly understand the quantity of bullets of various rarities held in the backpack.

[0144] Optionally, in step S802, in response to the reloading operation, determining the virtual bullet with the target bullet attribute from the distribution results may include: in response to the movement operation output through the keyboard and mouse from the current position to the target position in the distribution results, determining the virtual bullet corresponding to the target position in the distribution results as the virtual bullet with the target bullet attribute.

[0145] Taking the implementation on the computer side as an example, it can be implemented by combining the input of the mouse and keyboard. By holding down the R key on the keyboard and moving the mouse from the current position to the target position in the distribution results, the virtual bullet at the target position can be used as the selected virtual bullet, and then releasing the R key can update the selected virtual bullet into the virtual magazine.

[0146] Exemplarily, assuming the mouse moves from the current position to the area where the blue bullets are located in the distribution results, the virtual magazine can be updated with the virtual bullets of the blue rarity in the backpack.

[0147] In some embodiments, if the R key is held down but the mouse is not moved, that is, no virtual bullet is selected from the distribution results and then the R key is released, the first reloading mode can be triggered at this time, and the automatic reloading is performed according to the reloading strategy in the first reloading mode. That is, different from the second reloading mode, the first reloading mode can be quickly realized only by pressing the R key.

[0148] Of course, in actual applications, the R key can also be replaced by other keys.

[0149] If the number of selected virtual bullets is 0, that is, the above-mentioned target position is the area where the red bullets or green bullets are located, the virtual magazine is not updated.

[0150] Taking the implementation on the mobile phone side as an example, it can be realized by cooperating with the virtual control in the interface and finger sliding. Figure 12 This is a schematic diagram of a user interface provided by an embodiment of the present application. Players can click on the virtual magazine, that is, Figure 12 the position where the finger is located, and then move the finger from the virtual magazine position to the target position in the distribution results to select the virtual bullets of the required rarity.

[0151] Of course, the operations on the mobile phone side or the computer side can also be realized in cooperation with the game controller. By holding down the reload clip on the controller, usually X / square, which can be customized, and then controlling the sliding of the left and right joysticks to select the virtual bullets of the required rarity from the distribution results.

[0152] Optionally, the method of the present application may further include: in response to an operation of emptying the magazine, emptying all virtual bullets in the virtual magazine.

[0153] This solution also provides an operation for emptying the virtual magazine. In the implementation on the computer side, the player can hold down the R key to first bring up the reloading wheel as shown in Figure 11 , and then click the right mouse button to empty all virtual bullets in the virtual magazine.

[0154] It should be noted that in the operation of emptying the virtual magazine, the reason for first holding down the R key to bring up the reloading wheel is that if the right mouse button is directly clicked, other game operations will be triggered. By combining the R key with the right mouse button, the operation of emptying the magazine can be achieved.

[0155] Of course, in some embodiments, it is also possible to set to hold down the A key to directly empty the virtual magazine, that is, to set other keys different from the reloading key R to achieve emptying the magazine.

[0156] Figure 13 Another schematic diagram of the user interface provided by the embodiment of the present application is shown in (a) of Figure 13 . Initially, the virtual bullets in the virtual magazine are full. After pressing the R key and clicking the right mouse button, the virtual magazine can be emptied. The emptied virtual magazine is shown in (b) of Figure 13 . And by clicking the R key without performing mouse operations, according to the reloading strategy in the above first reloading mode, the empty virtual magazine shown in (b) of Figure 13 can be automatically filled, and the result shown in (c) of Figure 13 can be obtained.

[0157] Figure 14 Another schematic diagram of the user interface provided by the embodiment of the present application is shown in Figure 14 . In the implementation on the mobile phone side, by clicking the magazine emptying control as shown in

[0158] Figure 15 A schematic flowchart of another method for managing game objects provided by the embodiment of the present application; optionally, in step S201, in response to a reloading trigger operation, determining the reloading mode may include:

[0159] S901. In response to a click operation on a specified control, determine that the reloading mode is the first reloading mode.

[0160] In the implementation on the mobile phone side, by clicking a specified control on the interface, the first reloading mode can be triggered. The specified control can be a reloading control.

[0161] S902. In response to a long press operation on a specified control, determine that the reloading mode is the second reloading mode.

[0162] By long - pressing the specified control, the second reloading mode can be triggered.

[0163] In the implementation on the computer side, by clicking the reloading button, such as the R key, the first reloading mode can be triggered; by keeping the R key pressed without releasing it, the reloading wheel can be called out, thereby triggering the second reloading mode; or the R key can also be double - clicked to trigger the second reloading mode.

[0164] Optionally, in step S302, according to the number of bullets corresponding to different bullet attributes respectively, determining the first display parameter of the bullet identifiers corresponding to different bullet attributes may include: according to the number of bullets corresponding to different bullet attributes respectively, determining the display ratio of the bullet identifiers corresponding to different bullet attributes; the first display parameter includes the display ratio.

[0165] This embodiment continues to illustrate with the bullet attribute being bullet rarity.

[0166] In one implementation, assuming that different bullet rarities are represented by different colors, and each virtual bullet in the virtual magazine corresponds to a magazine strip, then, according to the bullet rarity of each virtual bullet, the number of virtual bullets with the same rarity can be determined, thereby determining the display ratio of the bullet identifiers corresponding to the virtual bullets with the same rarity.

[0167] Figure 16 This is a schematic diagram of the display of a virtual magazine provided by an embodiment of the present application. Assume that there are 22 virtual bullets with a rarity of 1 and 8 virtual bullets with a rarity of 2 installed in the virtual magazine, and the virtual bullets with a rarity of 2 are preferentially installed into the virtual magazine, so they are at the bottom of the virtual magazine. Taking one virtual bullet corresponding to one magazine strip as an example, then, the display ratio of the virtual bullets with a rarity of 1 is composed of 22 magazine strips, and the display ratio of the virtual bullets with a rarity of 2 is composed of 8 magazine strips. The display ratio of the virtual bullets with a rarity of 2 is less than that of the virtual bullets with a rarity of 1.

[0168] Of course, in some embodiments, according to the number of virtual bullets fired each time the virtual gun fires, the corresponding relationship between the magazine strip and the virtual bullet can be determined. Assume that the number of virtual bullets fired each time the virtual gun fires is 3, then, one magazine strip can be used to represent 3 virtual bullets. When there are 24 virtual bullets with a rarity of 1 and 6 virtual bullets with a rarity of 2, the display ratio of the virtual bullets with a rarity of 1 is composed of 8 magazine strips, and the display ratio of the virtual bullets with a rarity of 2 is composed of 2 magazine strips.

[0169] Optionally, in step S303, according to different bullet attributes, determine the second display parameters of the bullet identifiers corresponding to different bullet attributes respectively, including: according to different bullet attributes and the display colors corresponding to each bullet attribute, determine the display colors of the bullet identifiers corresponding to different bullet attributes respectively; the second display parameters include display colors.

[0170] Continue as Figure 16 shown, when different bullet rarities are distinguished by different display colors, assuming rarity 1 is represented by blue and rarity 2 is represented by green, then, all 22 magazine strips with rarity 1 are displayed in blue, and all 8 magazine strips with rarity 2 are displayed in green, so that players can intuitively grasp the bullet rarity of each virtual bullet in the virtual magazine through the color of the magazine strip.

[0171] Of course, different bullet rarities can also be distinguished by different display transparencies. For example, rarity 1 corresponds to transparency 1 and rarity 2 corresponds to transparency 2, so that the magazine strips of virtual bullets of each rarity can be displayed according to the transparencies corresponding to each rarity.

[0172] Or different bullet rarities are distinguished by different icons. The virtual bullets with rarity 1 are represented by rectangular magazine strips, the virtual bullets with rarity 2 are represented by triangles, and the virtual bullets with rarity 3 are represented by circles, etc.

[0173] Or, the virtual bullets of each rarity are all represented by magazine strips of the same shape, but the sizes of the magazine strips corresponding to different rarities can be different. In short, it is only necessary to facilitate players to distinguish the rarities of different virtual bullets.

[0174] In addition, in this embodiment, the arrangement of virtual bullets in the virtual magazine is represented by columns. In practical applications, the virtual bullets in the virtual magazine can also be arranged in a circular or matrix pattern.

[0175] It should be noted that Figure 16 what is shown is the case where the virtual bullets of the same rarity in the virtual magazine are arranged in sequence. In practical applications, the virtual bullets of the same rarity are not all arranged adjacent to each other, but the virtual bullets of different rarities may be arranged alternately, which is specifically related to the installation order of the virtual bullets. Assuming that the virtual bullets with rarity 1 are installed first, then the virtual bullets with rarity 2 are installed, and then the virtual bullets with rarity 1 are installed, then, there will be a situation where blue magazine strips - green magazine strips - blue magazine strips are arranged in sequence.

[0176] Figure 17Another schematic diagram of virtual magazine display provided by the embodiment of the present application. It can be seen that there are 7 blue magazine strips, 5 green magazine strips and 8 blue magazine strips arranged in sequence in the virtual magazine. Not all blue magazine strips are arranged together, and green magazine strips are also interspersed in the middle. This is related to the installation order of virtual bullets. First, 7 virtual bullets with rarity level 1 are installed, then 5 virtual bullets with rarity level 2 are installed, and then 8 virtual bullets with rarity level 1 are installed.

[0177] Figure 18 A schematic flowchart of another method for managing game objects provided by the embodiment of the present application; optionally, in the above steps, updating the display identifier associated with the virtual firearm may include:

[0178] S1001. Determine the first identifier in the display identifier associated with the virtual firearm according to the number of virtual bullets in the updated virtual magazine.

[0179] The first identifier is used to indicate the number of virtual bullets installed in the virtual magazine.

[0180] Figure 19 Another schematic diagram of virtual magazine display provided by the embodiment of the present application. On the basis of Figure 16 it can also display the display identifier associated with the virtual firearm.

[0181] According to the number of virtual bullets in the updated virtual magazine, the total number of virtual bullets currently installed in the virtual magazine can be determined, so as to obtain the first identifier. What the first identifier shows is the total number of current virtual bullets in the virtual magazine. It can be seen that the total number of virtual bullets in the virtual magazine is 30, then the first identifier is 30.

[0182] S1002. Determine the display parameter of the first identifier according to the display status identifier of the virtual bullets to be fired currently in the updated virtual magazine.

[0183] The display parameter of the first identifier can be determined according to the rarity of the virtual bullets to be fired currently in the updated virtual magazine. As Figure 19 shown, when the rarity of the virtual bullets to be fired currently in the virtual magazine is represented by green, the display parameter of the first identifier can be determined as green, so as to be displayed as green 30 in the interface.

[0184] When the rarity of the virtual bullets to be fired currently in the virtual magazine is represented by transparency 1, the display parameter of the first identifier can be determined as transparency 1, so that the number 30 displayed in the interface has transparency 1.

[0185] S1003. Update the first identifier in the display identifier associated with the virtual firearm according to the display parameter of the first identifier.

[0186] Based on the determined first identifier 30 and the display parameter green of the first identifier, the first identifier can be updated to obtain Figure 19 the displayed first identifier.

[0187] Optionally, the method of this application further includes: updating a second identifier in the display identifier associated with the virtual firearm according to the total number of virtual bullets in the player's backpack, where the second identifier is used to represent the total number of virtual bullets in the player's backpack.

[0188] In addition, the display identifier also includes a second identifier, and the second identifier indicates the number of virtual bullets held in the player's backpack. For example, Figure 19 as shown, the second identifier is 150, that is, the total number of virtual bullets currently held in the player's backpack is 150.

[0189] In addition, Figure 19 the M4A1 shown in [figure number] indicates the model of the virtual firearm.

[0190] Figure 20 is a schematic flowchart of another method for managing game objects provided by an embodiment of this application; optionally, the method of this application may further include:

[0191] S1101. Respond to the virtual bullet firing operation and control the firing of virtual bullets.

[0192] In some embodiments, based on the player's virtual bullet firing operation, virtual bullets can be fired, and thus the virtual bullets in the virtual magazine are consumed.

[0193] S1102. Update the first identifier and the display parameter of the first identifier according to the display status identifier of the remaining virtual bullets in the virtual magazine after firing the virtual bullets.

[0194] The consumption of virtual bullets will change the number of virtual bullets in the virtual magazine, and also affect the total number of virtual bullets of different rarities, thereby affecting the display effect of the virtual bullets in the virtual magazine and the display identifier associated with the virtual firearm.

[0195] Figure 21 is another user interface schematic diagram provided by an embodiment of this application. As Figure 21 shown in (a) of [figure number], initially, 8 green bullets and 22 blue bullets are installed in the virtual magazine; taking the example of firing 1 bullet each time, after firing 5 times, the 5 green bullets at the bottom will be consumed, so that as Figure 21 shown in (b) of [figure number], there are 3 green bullets and 22 blue bullets remaining in the virtual magazine; firing 5 more times will consume the 3 green bullets at the bottom and 2 blue bullets, so that as Figure 21As shown in (c) therein, there are 20 blue bullets remaining in the virtual magazine.

[0196] It can be seen that as the virtual bullets are continuously consumed, the currently to-be-fired virtual bullet at the bottom is constantly updated, so the quantity identifier of the currently to-be-fired virtual bullet shown on the right side of the bottom is also constantly updated.

[0197] Meanwhile, as the virtual bullets in the virtual magazine are continuously consumed, it can be seen that the first identifier and the second identifier in the display identifier associated with the virtual gun are also constantly updated.

[0198] Continue as Figure 21 shown, as Figure 21 in (a), the first identifier is 30 in green; and as Figure 21 in (b), 5 virtual bullets are consumed, the first identifier changes from 30 to 25, but the color remains green because the color of the currently to-be-fired virtual bullet at the bottom is green; and as Figure 21 in (c), after consuming 5 more virtual bullets, the first identifier changes from 25 to 20, and the color changes from green to blue because the color of the currently to-be-fired virtual bullet at the bottom is blue.

[0199] Figure 22 FIG. [ID] is another schematic diagram of the user interface provided by the embodiment of the present application. On the basis of showing virtual bullets of different rarities with magazine strips of different colors as described above, in combination with the embodiment of step S701, assuming that the full-load capacity of the virtual magazine is 30, as Figure 22 shown in (a), initially, assume that there are 5 blue bullets and 2 green bullets in the virtual magazine, and there are 20 green bullets and 50 orange bullets in the backpack. In the case of triggering the first reloading mode by pressing the R key, since the virtual bullet at the top of the virtual magazine is a green bullet, then, 20 green bullets in the backpack can be fully filled into the virtual magazine. Since there are still 3 remaining capacities in the virtual magazine, orange bullets can be used to fill the remaining empty positions, resulting in the result shown in Figure 22 in (b).

[0200] In summary, the method for managing game objects provided by this embodiment includes: responding to the reloading trigger operation to update the current virtual bullets in the virtual magazine; and updating the display status identifier of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine. This method can quickly update the virtual bullets in the virtual magazine through the reloading trigger operation, improving the update efficiency of the virtual magazine; based on the bullet information of the updated virtual bullets in the virtual magazine, the display status identifier of the virtual bullets in the virtual magazine can also be updated, so that the situation of the virtual bullets in the virtual magazine can be clearly grasped according to the display status identifier, facilitating the planning of the next game battle strategy, and thus improving the game experience.

[0201] In addition, based on the bullet information of the virtual bullets in the updated virtual magazine, the display identifier associated with the virtual firearm can also be updated, facilitating the player to grasp the situation of the virtual bullets in the backpack and the virtual bullets in the virtual magazine.

[0202] Through the first reloading mode, convenient automatic reloading can be achieved, simplifying the operation, which is relatively friendly to novice players; through the second reloading mode, the player can, according to their own needs, update the virtual magazine by selecting the required virtual bullets through the reloading operation, improving the flexibility of reloading.

[0203] The following describes the devices, equipment, storage media, etc. for executing the game object management method provided in this application. For the specific implementation process and technical effects, refer to the above, and will not be elaborated below.

[0204] Figure 23 It is a schematic diagram of a game object management device provided in an embodiment of this application. The functions implemented by this game object management device correspond to the steps executed by the above method. A game scene is displayed on the display interface of the terminal, and a virtual character is displayed in the game scene. Among them, the virtual character is configured with a virtual magazine associated with a virtual firearm. This device can be understood as the above server, or the processor of the server, or a component that realizes the functions of this application under the control of the server and is independent of the above server or processor, such as Figure 23 As shown, this device may include: an operation module 200 and an update module 300;

[0205] The operation module 200 is configured to update the current virtual bullets in the virtual magazine in response to a reloading trigger operation;

[0206] The update module 300 is configured to update the display status identifier of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine, where the bullet information includes bullet attributes and bullet quantities.

[0207] Optionally, the operation module 200 is specifically configured to determine the reloading mode in response to a reloading trigger operation;

[0208] Adopt the reloading strategy corresponding to the reloading mode to update the current virtual bullets in the virtual magazine.

[0209] Optionally, the update module 300 is further configured to update the display identifier associated with the virtual firearm.

[0210] Optionally, the display status identifier includes at least one bullet identifier representing a preset quantity; the update module is specifically configured to obtain the bullet quantities corresponding to different bullet attributes;

[0211] Determine the first display parameter of the bullet identifier corresponding to different bullet attributes according to the bullet quantities corresponding to different bullet attributes respectively, where the first display parameter represents different bullet quantities;

[0212] Determine the second display parameter of the bullet identifier corresponding to different bullet attributes according to different bullet attributes;

[0213] Display the bullet identifiers of the virtual bullets in the virtual magazine according to the first display parameter and the second display parameter.

[0214] Optionally, it further includes a determination module;

[0215] The determination module is used to determine the display position of the target virtual bullet to be installed currently in the virtual magazine according to the preset bullet installation order;

[0216] At the display position, display the target virtual bullet according to the display status identifier of the target virtual bullet.

[0217] Optionally, the display status identifier includes an indication identifier representing the bullet information of the virtual bullet to be fired currently;

[0218] The update module 300 is specifically used to determine the quantity identifier corresponding to the virtual bullet to be fired currently with the target bullet attribute according to the bullet quantity of the virtual bullet to be fired currently with the target bullet attribute;

[0219] Determine the attribute identifier corresponding to the quantity identifier according to the target bullet attribute;

[0220] Display the indication identifier of the virtual bullet to be fired currently in the virtual magazine according to the quantity identifier corresponding to the virtual bullet to be fired currently and the attribute identifier corresponding to the quantity identifier.

[0221] Optionally, the operation module 200 is specifically used to, if the reloading mode is the first reloading mode, update the current virtual bullets in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack.

[0222] Optionally, the operation module 200 is specifically used to, if the reloading mode is the second reloading mode, respond to the reloading operation and determine the virtual bullet with the target bullet attribute;

[0223] Update the current virtual bullets in the virtual magazine according to the virtual bullet with the target bullet attribute.

[0224] Optionally, the operation module 200 is specifically used to update the current virtual bullets in the virtual magazine according to the rarity level of each virtual bullet in the player's backpack and / or the quantity level corresponding to each virtual bullet of each rarity.

[0225] Optionally, the operation module 200 is specifically configured to update the current virtual bullet in the virtual magazine according to the bullet information of the current virtual bullet in the virtual magazine and the bullet information of each virtual bullet in the player's backpack.

[0226] Optionally, if the current virtual magazine includes some virtual bullets, the operation module 200 is specifically configured to determine, according to the rarity of the current virtual bullet to be fired among the some virtual bullets and the rarity of each virtual bullet in the player's backpack, a virtual bullet with a target rarity from the player's backpack;

[0227] Reload the virtual magazine according to the virtual bullet with the target rarity to update the current virtual bullet in the virtual magazine.

[0228] Optionally, if the reloading mode is the second reloading mode, the operation module 200 is specifically configured to display the distribution result of the virtual bullets according to the bullet information of each virtual bullet in the player's backpack;

[0229] In response to the reloading operation, determine a virtual bullet with a target bullet attribute from the distribution result.

[0230] Optionally, the operation module 200 is specifically configured to perform a distribution display of the virtual bullets of each rarity according to the rarity of each virtual bullet in the player's backpack and the number of virtual bullets with the same rarity, and associatively display the quantity information of the virtual bullets of each rarity.

[0231] Optionally, the operation module 200 is specifically configured to determine, in response to a movement operation output by the keyboard and mouse from the current position to a target position in the distribution result, that the virtual bullet corresponding to the target position in the distribution result is a virtual bullet with a target bullet attribute.

[0232] Optionally, the operation module 200 is further configured to empty all the virtual bullets in the virtual magazine in response to the magazine emptying operation.

[0233] Optionally, the operation module 200 is specifically configured to determine that the reloading mode is the first reloading mode in response to a click operation on a specified control;

[0234] In response to a long press operation on the specified control, determine that the reloading mode is the second reloading mode.

[0235] Optionally, the update module 300 is specifically configured to determine the display ratio of the bullet identifiers corresponding to different bullet attributes according to the number of bullets corresponding to different bullet attributes; the first display parameter includes the display ratio.

[0236] Optionally, the updating module 300 is specifically configured to determine the display colors of bullet identifiers corresponding to different bullet attributes according to different bullet attributes and the display colors corresponding to the respective bullet attributes; the second display parameter includes a display color.

[0237] Optionally, the updating module 300 is further configured to determine a first identifier in the display identifier associated with the virtual firearm according to the number of virtual bullets in the updated virtual magazine; the first identifier is used to indicate the number of virtual bullets installed in the virtual magazine;

[0238] Determine the display parameter of the first identifier according to the display status identifier of the virtual bullet to be fired currently in the updated virtual magazine;

[0239] Update the first identifier in the display identifier associated with the virtual firearm according to the display parameter of the first identifier.

[0240] Optionally, the updating module 300 is further configured to update a second identifier in the display identifier associated with the virtual firearm according to the total number of virtual bullets in the player's backpack, and the second identifier is used to represent the total number of virtual bullets in the player's backpack.

[0241] Optionally, the updating module 300 is further configured to control the firing of virtual bullets in response to a virtual bullet firing operation;

[0242] Update the first identifier and the display parameter of the first identifier according to the display status identifier of the remaining virtual bullets in the virtual magazine after firing the virtual bullets.

[0243] The above modules may be one or more integrated circuits configured to implement the above methods. For example: one or more application specific integrated circuits (ASICs), or, one or more microprocessors (digital signal processors, DSPs), or, one or more field programmable gate arrays (FPGAs), etc. Again, when a certain above module is implemented in the form of a processing element dispatching program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0244] The above-mentioned modules can be connected or communicate with each other via wired or wireless connections. The wired connection can include metal cables, optical cables, hybrid cables, etc., or any combination thereof. The wireless connection can include connections in the form of LAN, WAN, Bluetooth, ZigBee, or NFC, etc., or any combination thereof. Two or more modules can be combined into a single module, and any one module can be divided into two or more units. Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the method embodiments, and will not be elaborated in this application.

[0245] Figure 24 A schematic structural diagram of an electronic device provided by an embodiment of the present application, including: a processor 801, a storage medium 802, and a bus 803. The storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a management method of a game object as in the embodiment, the processor 801 communicates with the storage medium 802 via the bus 803, and the processor 801 executes the machine-readable instructions to perform the following steps:

[0246] In response to a reload trigger operation, update the current virtual bullets in the virtual magazine;

[0247] According to the bullet information of the updated virtual bullets in the virtual magazine, update the display status identifier of the virtual bullets in the virtual magazine, where the bullet information includes bullet attributes and bullet quantities.

[0248] In a feasible implementation, when the processor 801 executes the step of updating the current virtual bullets in the virtual magazine in response to a reload trigger operation, it is specifically configured to: in response to a reload trigger operation, determine a reload mode;

[0249] Adopt the reload strategy corresponding to the reload mode to update the current virtual bullets in the virtual magazine.

[0250] In a feasible implementation, the processor 801 is further configured to execute: update the display identifier associated with the virtual firearm.

[0251] In a feasible implementation, the display status identifier includes at least one bullet identifier representing a preset quantity; when the processor 801 executes the step of updating the display status identifier of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine, it is specifically configured to: obtain the bullet quantities corresponding to different bullet attributes respectively;

[0252] According to the bullet quantities corresponding to different bullet attributes respectively, determine the first display parameters of the bullet identifiers corresponding to different bullet attributes respectively, where the first display parameters represent different bullet quantities;

[0253] Determine the second display parameter corresponding to the bullet identifier for different bullet attributes respectively according to different bullet attributes;

[0254] Display the bullet identifier of the virtual bullet in the virtual magazine according to the first display parameter and the second display parameter.

[0255] In a feasible implementation, the processor is further configured to execute: Determine the display position of the target virtual bullet to be installed currently in the virtual magazine according to the preset bullet installation order;

[0256] At the display position, display the target virtual bullet according to the display status identifier of the target virtual bullet.

[0257] In a feasible implementation, the display status identifier includes an indication identifier representing the bullet information of the virtual bullet to be fired currently; when the processor 801 executes to update the display status identifier of the virtual bullet in the virtual magazine according to the bullet information of the updated virtual bullet in the virtual magazine, it is specifically configured to: Determine the quantity identifier corresponding to the virtual bullet to be fired currently according to the quantity of the virtual bullet with the target bullet attribute to be fired currently;

[0258] Determine the attribute identifier corresponding to the quantity identifier according to the target bullet attribute;

[0259] Display the indication identifier of the virtual bullet to be fired currently in the virtual magazine according to the quantity identifier corresponding to the virtual bullet to be fired currently and the attribute identifier corresponding to the quantity identifier.

[0260] In a feasible implementation, when the processor 801 executes to update the current virtual bullet in the virtual magazine by using the reloading strategy corresponding to the reloading mode, it is specifically configured to: If the reloading mode is the first reloading mode, update the current virtual bullet in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack.

[0261] In a feasible implementation, when the processor 801 executes to update the current virtual bullet in the virtual magazine by using the reloading strategy corresponding to the reloading mode, it is specifically configured to: If the reloading mode is the second reloading mode, respond to the reloading operation and determine the virtual bullet with the target bullet attribute;

[0262] Update the current virtual bullet in the virtual magazine according to the virtual bullet with the target bullet attribute.

[0263] In a feasible implementation, when the processor 801 executes to update the current virtual bullet in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack, it is specifically configured to: Update the current virtual bullet in the virtual magazine according to the rarity level of each virtual bullet in the player's backpack and / or the quantity level corresponding to each rarity virtual bullet.

[0264] In a feasible implementation, when the processor 801 updates the current virtual bullets in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack, it is specifically used for: updating the current virtual bullets in the virtual magazine according to the bullet information of the current virtual bullets in the virtual magazine and the bullet information of each virtual bullet in the player's backpack.

[0265] In a feasible implementation, when the processor 801 updates the current virtual bullets in the virtual magazine according to the bullet information of the current virtual bullets in the virtual magazine and the bullet information of each virtual bullet in the player's backpack, it is specifically used for: if the current virtual magazine includes some virtual bullets, determining, according to the rarity of the currently to-be-fired virtual bullet among the some virtual bullets and the rarity of each virtual bullet in the player's backpack, a virtual bullet with a target rarity from the player's backpack;

[0266] Reloading the virtual magazine according to the virtual bullet with the target rarity to update the current virtual bullets in the virtual magazine.

[0267] In a feasible implementation, when the processor 801 determines a virtual bullet with a target bullet attribute in response to a reloading operation if the reloading mode is the second reloading mode, it is specifically used for: if the reloading mode is the second reloading mode, displaying the distribution result of the virtual bullets according to the bullet information of each virtual bullet in the player's backpack;

[0268] In response to the reloading operation, determining a virtual bullet with a target bullet attribute from the distribution result.

[0269] In a feasible implementation, when the processor 801 displays the distribution result of the virtual bullets according to the bullet information of each virtual bullet in the player's backpack, it is specifically used for: displaying the distribution of the virtual bullets of each rarity according to the rarity of each virtual bullet in the player's backpack and the number of virtual bullets with the same rarity, and associatively displaying the quantity information of the virtual bullets of each rarity.

[0270] In a feasible implementation, when the processor 801 determines a virtual bullet with a target bullet attribute from the distribution result in response to the reloading operation, it is specifically used for: in response to a movement operation output by the keyboard and mouse from the current position to the target position in the distribution result, determining the virtual bullet corresponding to the target position in the distribution result as the virtual bullet with the target bullet attribute.

[0271] In a feasible implementation, the processor 801 is further used for performing: in response to an operation of emptying the magazine, emptying all the virtual bullets in the virtual magazine.

[0272] In a feasible implementation, when the processor 801 determines the reloading mode in response to the reloading trigger operation, it is specifically configured to: in response to a click operation on a specified control, determine that the reloading mode is the first reloading mode;

[0273] In response to a long - press operation on the specified control, determine that the reloading mode is the second reloading mode.

[0274] In a feasible implementation, when the processor 801 determines the first display parameter of the bullet identifiers corresponding to different bullet attributes according to the bullet quantities corresponding to different bullet attributes respectively, it is specifically configured to: according to the bullet quantities corresponding to different bullet attributes respectively, determine the display ratios of the bullet identifiers corresponding to different bullet attributes respectively; the first display parameter includes the display ratio.

[0275] In a feasible implementation, when the processor 801 determines the second display parameter of the bullet identifiers corresponding to different bullet attributes according to different bullet attributes, it is specifically configured to: according to different bullet attributes and the display colors corresponding to each bullet attribute, determine the display colors of the bullet identifiers corresponding to different bullet attributes respectively; the second display parameter includes the display color.

[0276] In a feasible implementation, when the processor 801 updates the display identifier associated with the virtual gun, it is specifically configured to: according to the quantity of virtual bullets in the updated virtual magazine, determine the first identifier in the display identifier associated with the virtual gun; the first identifier is used to indicate the quantity of virtual bullets installed in the virtual magazine;

[0277] According to the display status identifier of the virtual bullets to be fired currently in the updated virtual magazine, determine the display parameter of the first identifier;

[0278] According to the display parameter of the first identifier, update the first identifier in the display identifier associated with the virtual gun.

[0279] In a feasible implementation, the processor 801 is further configured to execute: according to the total quantity of virtual bullets in the player's backpack, update the second identifier in the display identifier associated with the virtual gun, and the second identifier is used to represent the total quantity of virtual bullets in the player's backpack.

[0280] In a feasible implementation, the processor 801 is further configured to execute: in response to the virtual bullet firing operation, control the firing of virtual bullets;

[0281] According to the display status identifier of the remaining virtual bullets in the virtual magazine after firing the virtual bullets, update the first identifier and the display parameter of the first identifier.

[0282] Among them, the storage medium 802 stores program codes. When the program codes are executed by the processor 801, the processor 801 is caused to execute various steps in the management method of game objects according to various exemplary embodiments of the present application described in the "Exemplary Method" section above of this specification.

[0283] The processor 801 may be a general-purpose processor, such as a central processing unit (CPU), a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, and can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present application. The general-purpose processor may be a microprocessor or any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present application can be directly embodied as being executed by a hardware processor, or executed by a combination of hardware and software modules in the processor.

[0284] As a non-volatile computer-readable storage medium, the storage medium 802 can be used to store non-volatile software programs, non-volatile computer-executable programs, and modules. The memory may include at least one type of storage medium, for example, it may include flash memory, a hard disk, a multimedia card, a card-type memory, a random access memory (RAM), a static random access memory (SRAM), a programmable read-only memory (PROM), a read-only memory (ROM), an electrically erasable programmable read-only memory (EEPROM), a magnetic memory, a magnetic disk, an optical disk, and so on. The memory is any other medium that can be used to carry or store the desired program code in the form of instructions or data structures and can be accessed by a computer, but is not limited thereto. The storage medium 802 in the embodiments of the present application may also be a circuit or any other device capable of implementing a storage function, for storing program instructions and / or data.

[0285] Optionally, the embodiments of the present application further provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the processor executes the following steps:

[0286] Figure 24 This is a schematic structural diagram of an electronic device provided by an embodiment of the present application, including: a processor 801, a storage medium 802, and a bus 803. The storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a management method for a game object as in the embodiment, the processor 801 communicates with the storage medium 802 through the bus 803, and the processor 801 executes the machine-readable instructions to perform the following steps:

[0287] Respond to the reload trigger operation and update the current virtual bullets in the virtual magazine;

[0288] According to the bullet information of the updated virtual bullets in the virtual magazine, update the display status identifier of the virtual bullets in the virtual magazine, where the bullet information includes bullet attributes and the number of bullets.

[0289] In a feasible implementation, when the processor 801 executes the step of responding to the reload trigger operation and updating the current virtual bullets in the virtual magazine, it is specifically configured to: respond to the reload trigger operation and determine the reload mode;

[0290] Adopt the reload strategy corresponding to the reload mode to update the current virtual bullets in the virtual magazine.

[0291] In a feasible implementation, the processor 801 is further configured to execute: update the display identifier associated with the virtual firearm.

[0292] In a feasible implementation, the display status identifier includes at least one bullet identifier representing a preset number of bullets; when the processor 801 executes the step of updating the display status identifier of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine, it is specifically configured to: obtain the number of bullets corresponding to different bullet attributes respectively;

[0293] According to the number of bullets corresponding to different bullet attributes respectively, determine the first display parameter of the bullet identifier corresponding to different bullet attributes respectively, and the first display parameter characterizes different numbers of bullets;

[0294] According to different bullet attributes, determine the second display parameter of the bullet identifier corresponding to different bullet attributes respectively;

[0295] According to the first display parameter and the second display parameter, display the bullet identifiers of the virtual bullets in the virtual magazine.

[0296] In a feasible implementation, the processor is further configured to execute: determine the display position of the target virtual bullet to be installed currently in the virtual magazine according to the preset bullet installation order;

[0297] At the display position, display the target virtual bullet according to the display status identifier of the target virtual bullet.

[0298] In a feasible implementation, the display status identifier includes an indication identifier representing the bullet information of the virtual bullet to be fired currently; when the processor 801 executes to update the display status identifier of the virtual bullet in the virtual magazine according to the bullet information of the updated virtual bullet in the virtual magazine, it is specifically used for: determining the quantity identifier corresponding to the virtual bullet to be fired currently according to the quantity of the virtual bullet with the target bullet attributes to be fired currently;

[0299] Determining the attribute identifier corresponding to the quantity identifier according to the target bullet attributes;

[0300] Displaying the indication identifier of the virtual bullet to be fired currently in the virtual magazine according to the quantity identifier corresponding to the virtual bullet to be fired currently and the attribute identifier corresponding to the quantity identifier.

[0301] In a feasible implementation, when the processor 801 executes to update the current virtual bullet in the virtual magazine by adopting the reloading strategy corresponding to the reloading mode, it is specifically used for: if the reloading mode is the first reloading mode, updating the current virtual bullet in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack.

[0302] In a feasible implementation, when the processor 801 executes to update the current virtual bullet in the virtual magazine by adopting the reloading strategy corresponding to the reloading mode, it is specifically used for: if the reloading mode is the second reloading mode, responding to the reloading operation to determine the virtual bullet with the target bullet attributes;

[0303] Updating the current virtual bullet in the virtual magazine according to the virtual bullet with the target bullet attributes.

[0304] In a feasible implementation, when the processor 801 executes to update the current virtual bullet in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack, it is specifically used for: updating the current virtual bullet in the virtual magazine according to the rarity level of each virtual bullet in the player's backpack and / or the quantity level corresponding to each virtual bullet of each rarity.

[0305] In a feasible implementation, when the processor 801 executes to update the current virtual bullet in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack, it is specifically used for: updating the current virtual bullet in the virtual magazine according to the bullet information of the current virtual bullet in the virtual magazine and the bullet information of each virtual bullet in the player's backpack.

[0306] In a feasible implementation, when the processor 801 updates the current virtual bullet in the virtual magazine according to the bullet information of the current virtual bullet in the virtual magazine and the bullet information of each virtual bullet in the player's backpack, it is specifically used for: If the current virtual magazine includes some virtual bullets, then according to the rarity of the current virtual bullet to be fired among the partial virtual bullets and the rarity of each virtual bullet in the player's backpack, determine the virtual bullet with the target rarity from the player's backpack;

[0307] Reload the virtual magazine according to the virtual bullet with the target rarity to update the current virtual bullet in the virtual magazine.

[0308] In a feasible implementation, when the processor 801 determines the virtual bullet with the target bullet attribute in response to the reloading operation if the reloading mode is the second reloading mode, it is specifically used for: If the reloading mode is the second reloading mode, then according to the bullet information of each virtual bullet in the player's backpack, display the distribution result of the virtual bullets;

[0309] In response to the reloading operation, determine the virtual bullet with the target bullet attribute from the distribution result.

[0310] In a feasible implementation, when the processor 801 displays the distribution result of the virtual bullets according to the bullet information of each virtual bullet in the player's backpack, it is specifically used for: According to the rarity of each virtual bullet in the player's backpack and the number of virtual bullets with the same rarity, display the distribution of virtual bullets of each rarity, and associatively display the quantity information of virtual bullets of each rarity.

[0311] In a feasible implementation, when the processor 801 determines the virtual bullet with the target bullet attribute from the distribution result in response to the reloading operation, it is specifically used for: Respond to the movement operation from the current position to the target position in the distribution result output by the keyboard and mouse, and determine that the virtual bullet corresponding to the target position in the distribution result is the virtual bullet with the target bullet attribute.

[0312] In a feasible implementation, the processor 801 is further used to execute: Respond to the magazine emptying operation and empty all virtual bullets in the virtual magazine.

[0313] In a feasible implementation, when the processor 801 determines the reloading mode in response to the reloading trigger operation, it is specifically used for: Respond to the single-click operation on the specified control and determine that the reloading mode is the first reloading mode;

[0314] Respond to the long-press operation on the specified control and determine that the reloading mode is the second reloading mode.

[0315] In a feasible implementation, when the processor 801 executes the first display parameter for determining the bullet identifiers corresponding to different bullet attributes according to the number of bullets corresponding to different bullet attributes respectively, it is specifically configured to: determine the display ratio of the bullet identifiers corresponding to different bullet attributes according to the number of bullets corresponding to different bullet attributes respectively; the first display parameter includes the display ratio.

[0316] In a feasible implementation, when the processor 801 executes the second display parameter for determining the bullet identifiers corresponding to different bullet attributes according to different bullet attributes, it is specifically configured to: determine the display color of the bullet identifiers corresponding to different bullet attributes according to different bullet attributes and the display colors corresponding to each bullet attribute; the second display parameter includes the display color.

[0317] In a feasible implementation, when the processor 801 executes to update the display identifier associated with the virtual firearm, it is specifically configured to: determine the first identifier in the display identifier associated with the virtual firearm according to the number of virtual bullets in the updated virtual magazine; the first identifier is used to indicate the number of virtual bullets installed in the virtual magazine;

[0318] Determine the display parameter of the first identifier according to the display status identifier of the virtual bullets to be fired currently in the updated virtual magazine;

[0319] Update the first identifier in the display identifier associated with the virtual firearm according to the display parameter of the first identifier.

[0320] In a feasible implementation, the processor 801 is further configured to execute: update the second identifier in the display identifier associated with the virtual firearm according to the total number of virtual bullets in the player's backpack, and the second identifier is used to represent the total number of virtual bullets in the player's backpack.

[0321] In a feasible implementation, the processor 801 is further configured to execute: in response to a virtual bullet firing operation, control the firing of virtual bullets;

[0322] Update the first identifier and the display parameter of the first identifier according to the display status identifier of the remaining virtual bullets in the virtual magazine after firing the virtual bullets.

[0323] In the embodiments of the present application, when the computer program is run by the processor, it can also execute other machine-readable instructions to execute the methods described in other parts of the embodiments. For the specific method steps and principles of execution, refer to the descriptions of the embodiments, and details are not elaborated here.

[0324] In several embodiments provided by the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.

[0325] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0326] In addition, the functional units in each embodiment of the present application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of a combination of hardware and software functional units.

[0327] The above integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above software functional units are stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical discs that can store program codes.

Claims

1. A method for managing game objects, characterized in that: A game scene is displayed on a display interface of a terminal, wherein a virtual character is displayed in the game scene, wherein the virtual character is configured with a virtual magazine associated with a virtual gun, and the method comprises: In response to a trigger operation for changing bullets, the virtual bullets currently in the virtual magazine are updated; The display status identifier of the virtual bullet in the virtual magazine is updated according to the updated bullet information of the virtual bullet in the virtual magazine, wherein the bullet information includes bullet attributes and the number of bullets.

2. The method according to claim 1, characterized in that: The step of responding to the trigger operation of changing bullets to update the current virtual bullets in the virtual magazine includes: Respond to the reload trigger operation and determine the reload mode; The current virtual bullets in the virtual magazine are updated using the bullet replacement strategy corresponding to the bullet replacement mode.

3. The method according to claim 1, characterized in that Also includes: The display identifier associated with the virtual gun is updated.

4. The method according to claim 1, characterized in that The display status mark includes at least one bullet mark representing a preset number, and the updating of the display status mark of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine includes: Get the number of bullets corresponding to different bullet attributes; Determining first display parameters of bullet identifiers corresponding to the different bullet attributes according to the numbers of bullets corresponding to the different bullet attributes, wherein the first display parameters represent different numbers of bullets; According to the different bullet attributes, determining second display parameters of the bullet identifiers corresponding to the different bullet attributes respectively; The bullet identifiers of the virtual bullets in the virtual magazine are displayed according to the first display parameter and the second display parameter.

5. The method according to claim 1, characterized in that: Also includes: Determine the display position of the target virtual bullet to be installed in the virtual magazine according to the preset bullet installation sequence; At the display position, the target virtual bullet is displayed according to the display state identifier of the target virtual bullet.

6. The method according to claim 1, characterized in that The display status mark includes an indication mark representing the bullet information of the virtual bullet currently to be fired; and updating the display status mark of the virtual bullet in the virtual magazine according to the updated bullet information of the virtual bullet in the virtual magazine includes: Determine the quantity identifier corresponding to the virtual bullets to be fired currently according to the number of virtual bullets with target bullet attributes to be fired currently; According to the target bullet attribute, determining the attribute identifier corresponding to the quantity identifier; According to the quantity identifier corresponding to the virtual bullet to be fired currently and the attribute identifier corresponding to the quantity identifier, the indication identifier of the virtual bullet to be fired currently in the virtual magazine is displayed.

7. The method according to claim 2, characterized in that The adopting the bullet replacement strategy corresponding to the bullet replacement mode to update the current virtual bullet in the virtual magazine includes: If the bullet changing mode is the first bullet changing mode, the current virtual bullets in the virtual magazine are updated according to the bullet information of each virtual bullet in the player's backpack.

8. The method according to claim 2, characterized in that: The adopting the bullet replacement strategy corresponding to the bullet replacement mode to update the current virtual bullet in the virtual magazine includes: If the bullet changing mode is the second bullet changing mode, responding to the bullet changing operation, determining a virtual bullet having the properties of the target bullet; The current virtual bullet in the virtual magazine is updated according to the virtual bullet having the target bullet attribute.

9. The method according to claim 7, characterized in that: The updating of the current virtual bullets in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack includes: The current virtual bullets in the virtual magazine are updated according to the rarity level of each virtual bullet in the player's backpack and / or the quantity level corresponding to each rarity virtual bullet.

10. The method according to claim 7, characterized in that The updating of the current virtual bullets in the virtual magazine according to the bullet information of each virtual bullet in the player's backpack includes: The virtual bullets currently in the virtual magazine are updated according to the bullet information of the virtual bullets currently in the virtual magazine and the bullet information of each virtual bullet in the player's backpack.

11. The method according to claim 10, characterized in that The updating of the current virtual bullet in the virtual magazine according to the bullet information of the current virtual bullet in the virtual magazine and the bullet information of each virtual bullet in the player's backpack includes: If the virtual magazine currently includes some virtual bullets, then according to the rarity of the virtual bullets currently to be fired among the part of the virtual bullets and the rarity of each virtual bullet in the player's backpack, a virtual bullet with a target rarity is determined from the player's backpack; The virtual magazine is replenished according to the virtual bullets with the target rarity, so as to update the current virtual bullets in the virtual magazine.

12. The method according to claim 8, characterized in that If the bullet changing mode is the second bullet changing mode, responding to the bullet changing operation, determining a virtual bullet having the target bullet attribute includes: If the bullet changing mode is the second bullet changing mode, the distribution result of the virtual bullets is displayed according to the bullet information of each virtual bullet in the player's backpack; In response to the bullet replacement operation, a virtual bullet having the properties of the target bullet is determined from the distribution results.

13. The method according to claim 12, characterized in that The display of the distribution result of virtual bullets according to the bullet information of each virtual bullet in the player's backpack includes: According to the rarity of each virtual bullet in the player's backpack and the number of virtual bullets with the same rarity, the virtual bullets of each rarity are distributed and displayed, and the quantity information of the virtual bullets of each rarity is displayed in association.

14. The method according to claim 13, characterized in that In response to the bullet replacement operation, determining a virtual bullet having the target bullet attribute from the distribution result includes: In response to a movement operation outputted by the keyboard and mouse from the current position to the target position in the distribution result, the virtual bullet corresponding to the target position in the distribution result is determined to be the virtual bullet having the target bullet attribute.

15. The method according to claim 1, characterized in that Also includes: In response to the magazine emptying operation, all virtual bullets in the virtual magazine are emptied.

16. The method according to claim 2, characterized in that The step of responding to the trigger operation of reloading and determining the reloading mode includes: In response to a single click operation on a designated control, determining that the bullet reload mode is a first bullet reload mode; In response to a long press operation on the designated control, determining that the bullet reload mode is a second bullet reload mode.

17. The method according to claim 4, characterized in that The determining, according to the number of bullets corresponding to the different bullet attributes, first display parameters of the bullet identifiers corresponding to the different bullet attributes respectively, comprises: According to the numbers of bullets corresponding to the different bullet attributes, the display ratios of the bullet identifiers corresponding to the different bullet attributes are determined; and the first display parameter includes the display ratio.

18. The method according to claim 4, characterized in that The determining, according to the different bullet attributes, second display parameters of the bullet identifiers corresponding to the different bullet attributes respectively comprises: According to the different bullet attributes and the display colors corresponding to the different bullet attributes, the display colors of the bullet marks corresponding to the different bullet attributes are determined; and the second display parameter includes the display color.

19. The method according to claim 3, characterized in that The updating of the display mark associated with the virtual gun includes: Determining a first identifier in a display identifier associated with the virtual gun according to the number of virtual bullets in the updated virtual magazine; the first identifier is used to indicate the number of virtual bullets installed in the virtual magazine; Determining the display parameters of the first mark according to the display status mark of the virtual bullet currently to be fired in the updated virtual magazine; The first identifier in the display identifier associated with the virtual gun is updated according to the display parameter of the first identifier.

20. The method according to claim 19, characterized in that Also includes: According to the total number of virtual bullets in the player's backpack, a second identifier in the display identifier associated with the virtual gun is updated, and the second identifier is used to represent the total number of virtual bullets in the player's backpack.

21. The method according to claim 19, characterized in that Also includes: Responding to the virtual bullet firing operation, controlling the firing of the virtual bullet; The first identifier and display parameters of the first identifier are updated according to the display status identifier of the remaining virtual bullets in the virtual magazine after the virtual bullets are fired.

22. A game object management device, characterized in that: A game scene is displayed on a display interface of a terminal, wherein a virtual character is displayed in the game scene, wherein the virtual character is configured with a virtual magazine associated with a virtual gun, and the device comprises: an operation module and an update module; The operation module is used to respond to the bullet replacement trigger operation and update the current virtual bullet in the virtual magazine; The updating module is used to update the display status identification of the virtual bullets in the virtual magazine according to the bullet information of the updated virtual bullets in the virtual magazine, wherein the bullet information includes bullet attributes and the number of bullets.

23. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to execute the game object management method as described in any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method for managing a game object as described in any one of claims 1 to 21 is executed.