Method and device for picking up game rewards
By seamless switching of game interactive modes based on level events in simulation construction games, and allowing gamers to pick up rewards between different modes, the problem of lack of dynamic interaction between tower defense gameplay and simulation construction gameplay is solved, and the integrity and strategic continuity of the game are improved.
Patent Information
- Application Number
- CN202510450866.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-10
- Publication Date
- 2025-06-20
- Estimated Expiration
- 2045-04-10
AI Technical Summary
In the existing simulation and construction games, there is a lack of dynamic interaction between tower defense gameplay and simulation and construction gameplay, which leads to the disintegration of game players' experience, weak resource correlation, and weakens the continuity of strategy and the integrity of the game.
By implementing seamless switching of game interactive modes based on level events in the game, ensuring that the game interface remains unchanged, and displaying game rewards that are not picked up in time in the second game interactive mode, allowing gamers to pick up rewards between different modes.
It improves the integrity and immersion of the game, enhances the strategic continuity of gamers between different game scenes or modes, avoids the problem of weak resource correlation, and significantly improves the game experience.
Smart Images

Figure CN120168967A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method and device for picking up game rewards. Background Art
[0002] At present, as an important game type, simulation construction games have been successfully ported to mobile devices such as mobile phones and tablets. In order to enrich the gameplay and enhance the interactivity with game players, developers usually introduce tower defense gameplay into simulation construction games.
[0003] However, in the existing multi-mode games, different gameplay modes often run independently, resulting in a sense of fragmentation in the experience of game players. For example, the existing tower defense gameplay is usually presented in the form of a copy in the simulation construction game. During the game, if the game player wants to participate in the tower defense gameplay, he needs to switch from the main interface of the simulation construction game to the copy of the tower defense gameplay before he can play the corresponding tower defense game. This switching method leads to a sense of fragmentation in the experience of game players. In addition, the "scene binding resource" mechanism commonly used in the prior art has weak resource correlation between different modes. Under this mechanism, if the game rewards (such as treasure chests, materials and other game resources) generated in the tower defense gameplay are not picked up in time in the tower defense battle scene, they will disappear permanently after returning to the game player's main city or need to enter the tower defense battle scene again to continue picking up. This design breaks the connection between combat benefits and business construction, and weakens the strategic continuity of game players. In addition, the lack of dynamic interaction between different modes also makes the game look like a mechanical patchwork, which is difficult to maintain the long-term participation of game players.
[0004] Therefore, there is an urgent need for a technical solution that can solve one of the above-mentioned defects in the prior art. Summary of the invention
[0005] The purpose of the present invention is to provide a method and device for picking up game rewards to enhance the gaming experience of game players.
[0006] According to one aspect of the present invention, a method for picking up a game reward is provided, which may include:
[0007] Based on a level event in the game, switching the game interaction mode from a first game interaction mode to a second game interaction mode, wherein when the game interaction mode is switched, the game interface remains unchanged;
[0008] Determining whether the game player has performed a reward picking operation in a game scene in a first game interaction mode;
[0009] If the game player does not perform a reward picking operation in the game scene of the first game interaction mode, displaying the game reward in the game scene of the second game interaction mode;
[0010] Monitoring the reward collection operation of a game player in the game scenario of the second game interaction mode;
[0011] In response to the reward collection operation, issuing the game reward to the game player.
[0012] According to this solution, the exemplary method provided by the present invention can avoid using the copy form when switching the game interaction mode, ensure seamless switching of the game interaction mode without switching the current game interface, and significantly improve the integrity of the game and the immersion of the game player. Moreover, this method also allows the game player to collect the game rewards that were not collected in time in the first game interaction mode in the second game interaction mode, thereby avoiding the problem of weak resource correlation brought by the scene-bound resource mechanism, enhancing the strategic continuity of the game player between different game scenarios or modes, and thus improving the game experience of the game player.
[0013] In one embodiment, the method may further include:
[0014] If the game player performs a reward collection operation in the game scenario of the first game interaction mode, then issuing the game reward to the game player in the first game interaction mode.
[0015] In one embodiment, the method may further include:
[0016] When a preset condition is satisfied, displaying a first icon corresponding to the game reward in the game scenario of the first game interaction mode;
[0017] Monitoring whether the game protagonist of the game player moves into the reward collection range centered on the first icon;
[0018] In response to the game protagonist moving into the reward collection range, issuing the game reward to the game player in the first game interaction mode.
[0019] In one embodiment, the method may further include:
[0020] Displaying a second icon corresponding to the game reward in the game scenario of the second game interaction mode;
[0021] Monitoring the touch operation of the game player on the second icon;
[0022] In response to the touch operation, issuing the game reward to the game player in the second game interaction mode.
[0023] According to the above solution, in the exemplary method provided by the present invention, a game player can choose to pick up corresponding game rewards by controlling the movement of the game protagonist in the game scene of the first game interaction mode, or can choose to pick up the game rewards after switching to the second game interaction mode. Moreover, even if the game player forgets to pick up the game rewards in the first game interaction mode, the game rewards will be retained for the game player to continue to pick up during the subsequent game process. Therefore, this method enables the game player to have a high degree of freedom when picking up game rewards and can freely choose which way to complete the picking operation. In addition, this method can display the game rewards produced in the first game interaction mode in the game scene of the second game interaction mode, further enhancing the relevance between game interaction scenes, enabling the game player to immerse in the game play without a sense of disconnection when switching between different scenes or modes, and thus improving the game experience.
[0024] In one implementation, the method may further include:
[0025] Pre-configure game rewards at at least one reward coordinate point in the game scene of the first game interaction mode;
[0026] After the enemy combat unit is killed, determine the reward coordinate point closest to the death coordinate point of the enemy combat unit with the death coordinate point of the enemy combat unit as the center, and use the game reward pre-configured at the closest reward coordinate point as the game reward after the enemy combat unit is killed.
[0027] In one implementation, the method may further include:
[0028] Pre-calculate the probability of triggering game rewards after the enemy combat unit is killed and the distribution weights of different game rewards;
[0029] Pre-configure different game rewards to at least one reward coordinate point in the game scene of the first game interaction mode according to the distribution weights.
[0030] In one implementation, the method may further include:
[0031] Upload the closest reward coordinate point and the picking status of the game reward corresponding to the closest reward coordinate point to the server side, where the local client does not need to wait for a response from the server side for the upload operation.
[0032] In one implementation, the method may further include:
[0033] After the enemy combat unit is killed, display the falling special effect of the game reward in a parabolic trajectory, where the parabolic trajectory starts from the death coordinate point and ends at the closest reward coordinate point.
[0034] In one embodiment, the first game interaction mode can be a tower defense battle mode, and the second game interaction mode can be a main city construction mode for game players.
[0035] According to the above solution, the exemplary method provided by the present invention can allocate game rewards with uncertainty to the killing operations of game players in the game through pre-set rules, which can well increase the interest of the game, and then stimulate the game enthusiasm of game players. At the same time, by displaying the game reward dropping special effects in the game scene, etc., it can also give corresponding game feedback to game players visually, enabling game players to intuitively understand the current game process and status, and can further increase the interest of the game and improve the game experience of game players.
[0036] According to another aspect of the present invention, there is also provided a device for picking up game rewards, which may include:
[0037] A switching module, which is used to switch the game interaction mode from the first game interaction mode to the second game interaction mode based on the level events in the game, wherein when switching the game interaction mode, the game interface remains unchanged;
[0038] A monitoring module, which is used to determine whether a game player has performed a reward picking operation in the game scene of the first game interaction mode, and monitor the reward picking operation of the game player in the game scene of the second game interaction mode;
[0039] A reward display module, which is used to display game rewards in the game scene of the second game interaction mode;
[0040] A reward distribution module, which is used to distribute game rewards to the game player in response to the reward picking operation of the game player in the game scene of the second game interaction mode. BRIEF DESCRIPTION OF THE DRAWINGS
[0041] In order to better understand the above and other objects, features, advantages and functions of the present invention, reference may be made to the preferred embodiments shown in the drawings. The same reference numerals in the drawings refer to the same components. Those skilled in the art should understand that the drawings are intended to schematically illustrate the preferred embodiments of the present invention and have no restrictive effect on the scope of the present invention, and the components in the drawings are not drawn to scale.
[0042] Figure 1 Shows a flowchart of a method for picking up game rewards according to an embodiment of the present invention.
[0043] Figure 2 Shows a flowchart of a method for picking up game rewards according to another embodiment of the present invention.
[0044] Figure 3The flowchart of a method for picking up game rewards according to another embodiment of the present invention is shown.
[0045] Figure 4 The flowchart of a method for picking up game rewards according to another embodiment of the present invention is shown.
[0046] Figure 5 The flowchart of a method for picking up game rewards according to another embodiment of the present invention is shown.
[0047] Figure 6 The flowchart of a method for picking up game rewards according to another embodiment of the present invention is shown.
[0048] Figure 7 The flowchart of a method for picking up game rewards according to another embodiment of the present invention is shown.
[0049] Figure 8 The flowchart of a method for picking up game rewards according to another embodiment of the present invention is shown.
[0050] Figure 9 The schematic diagram of a device for picking up game rewards according to an embodiment of the present invention is shown. Detailed implementation manners
[0051] Now referring to the accompanying drawings, the detailed implementation manners of the present invention will be described in detail. What is described here is only the preferred implementation manners of the present invention, and those skilled in the art can think of other ways to implement the present invention based on the preferred implementation manners, and those other ways also fall within the scope of the present invention.
[0052] As Figure 1 shown, in an embodiment of the present invention, a method for picking up game rewards may include:
[0053] Based on the level event in the game, switch the game interaction mode from the first game interaction mode to the second game interaction mode, wherein when switching the game interaction mode, the game interface remains unchanged;
[0054] Determine whether the game player has performed a reward picking operation in the game scene of the first game interaction mode;
[0055] If the game player has not performed a reward picking operation in the game scene of the first game interaction mode, display the game rewards in the game scene of the second game interaction mode;
[0056] Monitor the reward picking operation of the game player in the game scene of the second game interaction mode;
[0057] In response to the reward picking operation, distribute the game rewards to the game player.
[0058] In this embodiment, the first game interaction mode may be a tower defense battle mode, and the second game interaction mode may be a main city construction mode for game players. In the game scenario of the main city construction mode, the main city of the game player can be fully or at least partially displayed. Alternatively, the first game interaction mode and the second game interaction mode can be interchanged.
[0059] It should be understood that both the main city construction mode and the tower defense battle mode are exemplary rather than restrictive. In other words, in the exemplary method provided by the present invention, the game interaction mode can be any mode suitable for game players to participate in and interact.
[0060] In this method, the game rewards can be displayed in a certain area or position in the main city interface of the game player. Additionally, the game rewards can also be displayed in a certain sub-interface under the main city interface. For example, the main city interface of the game player can include a sub-interface capable of displaying information related to tower defense battles, and the game rewards not picked up in time during the tower defense battle can be displayed in this sub-interface. In the main city interface or the sub-interface of the main city interface, the game rewards can be displayed in the above interface in the form of reward icons.
[0061] The level event in this method can be an event of entering or exiting a game level. The level event can be actively selected by the game player or automatically triggered based on preset conditions. As an example, the game levels can include at least one of story levels, event levels, regular levels, or endless challenge levels, etc.
[0062] Therefore, the exemplary method provided by the present invention can avoid using the form of copies when switching game interaction modes, ensure seamless switching of game interaction modes without switching the current game interface, significantly enhance the integrity of the game and the immersion of game players. And this method also allows game players to pick up game rewards not picked up in time in the first game interaction mode in the second game interaction mode, thereby avoiding the problem of weak resource correlation brought by the scene-bound resource mechanism, enhancing the strategic continuity of game players between different game scenes or modes, and thus improving the game experience of game players.
[0063] As Figure 2 shown, in the exemplary method of the present invention, game players can also directly pick up game rewards in the game scenario of the first game interaction mode, and thus obtain the game rewards. Therefore, this method can also include:
[0064] If a game player performs a reward pick-up operation in the game scenario of the first game interaction mode, then the game rewards are issued to the game player in the first game interaction mode.
[0065] Understandably, if a game player selects to pick up a game reward in the game scenario of the first game interaction mode and performs the corresponding reward picking-up operation, the game reward will no longer be displayed in the game scenario of the second game interaction mode. The game reward can be immediately issued to the game player after the game player performs the corresponding reward picking-up operation, or can be issued to the game player separately or together with other rewards after the end of the first game interaction mode.
[0066] In one implementation, the game reward can be triggered only when the game meets certain conditions. And after the game reward is triggered, the game player also needs to perform certain specific reward picking-up operations to obtain the game reward. Therefore, as Figure 3 shown, the method can further include:
[0067] When the preset conditions are met, display a first icon corresponding to the game reward in the game scenario of the first game interaction mode;
[0068] Monitor whether the game protagonist of the game player moves into a preset reward picking-up range centered on the first icon;
[0069] In response to the game protagonist moving into the preset reward picking-up range, issue the game reward to the game player in the first game interaction mode.
[0070] In the above exemplary method, the preset conditions for triggering the game reward and displaying the game reward in the game scenario of the first game interaction mode can be that an enemy combat unit is killed. For example, in a tower defense battle, when the game protagonist of the game player kills a certain enemy combat unit, the game reward will necessarily or probably be triggered. In addition, the method can further include other preset conditions for triggering the game reward. The game reward can be displayed in the game scenario of the first game interaction mode in the form of an icon, for example, in the form of a treasure chest.
[0071] After the game reward is triggered and the first icon corresponding to the game reward is displayed in the game scenario of the first game interaction mode, the game player needs to move the game protagonist into the preset range to trigger the reward picking-up operation of the game reward.
[0072] As Figure 4 shown, in one implementation, the game player can click on the first icon in the game interface, so that the game protagonist automatically finds the path to the position of the first icon based on the click operation of the game player. When the game protagonist enters the preset reward picking-up range centered on the first icon, the reward picking-up operation of the game reward is triggered.
[0073] Therefore, the exemplary method of the present invention can include:
[0074] When an enemy combat unit dies, display a first icon corresponding to a game reward in the game scene of the first game interaction mode;
[0075] Monitor the click operations of the game player in the game interface;
[0076] In response to the click operation, control the game protagonist to move to the click position in the game interface;
[0077] Determine whether the game protagonist enters a preset reward pickup range centered on the first icon;
[0078] In response to the game protagonist entering the preset reward pickup range, distribute the game reward to the game player.
[0079] As Figure 5 shown, in another embodiment, the game player can also move the game protagonist to a preset reward pickup range centered on the first icon by controlling a virtual control component (e.g., a virtual joystick) in the game interface, thereby triggering the pickup operation of the game reward.
[0080] Therefore, the exemplary method of the present invention may further include:
[0081] When an enemy combat unit dies, display a first icon corresponding to a game reward in the game scene of the first game interaction mode;
[0082] Monitor the touch operations of the game player on the virtual control component in the game interface;
[0083] In response to the touch operation, control the game protagonist to move in the game interface;
[0084] Determine whether the game protagonist enters a preset reward pickup range centered on the first icon;
[0085] In response to the game protagonist entering the preset reward pickup range, distribute the game reward to the game player.
[0086] The two reward pickup operations in the above embodiments are only exemplary and do not mean that the method can only adopt either or both of these two pickup methods. The exemplary method of the present invention may also adopt other suitable pickup methods.
[0087] In this method, only when the game protagonist of the game player enters the preset reward pickup range can the pickup operation of the game reward be triggered, and even if other combat units other than the game protagonist touch the preset reward pickup range, the pickup operation cannot be triggered.
[0088] As described above, refer to Figure 6, in an exemplary method of the present invention, a game player can continue to pick up game rewards that were not picked up in time in the first game interaction mode in the game scenario of the second game interaction mode. Therefore, the method may further include:
[0089] Display a second icon corresponding to the game reward in the game scenario of the second game interaction mode;
[0090] Monitor the touch operation of the game player on the second icon;
[0091] In response to the touch operation, distribute the game reward to the game player in the second game interaction mode.
[0092] In this method, the second icon may be displayed in the form of a treasure chest in the game scenario of the second game interaction mode. And the second icon may be the same as or different from the first icon displayed in the game scenario of the first game interaction mode.
[0093] When the game is in the second game interaction mode, the game player can click on the second icon in the game scenario, and the method can respond to this click operation of the game player and distribute the corresponding game reward to the game player.
[0094] In this method, the game player can choose to pick up the corresponding game reward by controlling the movement of the game protagonist in the game scenario of the first game interaction mode, or can also choose to pick up the game reward after returning to the second game interaction mode. And even if the game player forgets to pick up the game reward in the first game interaction mode, the game reward will be retained for the game player to continue to pick up during the subsequent game process. It can be seen that this method enables the game player to have a high degree of freedom when picking up game rewards and can freely choose which method to use to complete the picking operation. And this method can display the game rewards produced in the first game interaction mode in the game scenario of the second game interaction mode, further enhancing the relevance between game interaction scenarios, enabling the game player to immerse in the game play without a sense of disconnection when switching between different scenarios or modes, and thus improving the game experience.
[0095] In addition, as Figure 7 shown, in an exemplary method of the present invention, game rewards can also be generated based on pre-set rules. The method may further include:
[0096] Pre-configure game rewards at at least one reward coordinate point in the game scenario of the first game interaction mode;
[0097] When an enemy combat unit is killed, determine the reward coordinate point closest to the death coordinate point of the enemy combat unit with the death coordinate point of the enemy combat unit as the center, and use the game reward pre-configured at the closest reward coordinate point as the game reward after the enemy combat unit is killed.
[0098] The operation of pre-configuring the game reward can be completed at the start of the first game interaction mode or during the process of the first game interaction mode. The death coordinate point of the enemy combat unit can refer to the coordinate point where the enemy combat unit is located in the game interface when it is killed by the game protagonist of the game player.
[0099] Now, taking the tower defense combat mode as an example, this embodiment will be specifically described.
[0100] Reference Figure 8 , at the start of the tower defense combat, pre-calculate the probability of triggering the game reward in this tower defense combat and the distribution weights of game rewards of different levels or quality types. According to the calculated distribution weights, pre-configure the corresponding game rewards to different reward coordinate points in the game scene of the tower defense combat. When the game protagonist of the game player kills an enemy combat unit, determine whether this kill triggers the game reward according to the pre-calculated probability. After determining that the game reward is triggered, determine the pre-configured reward coordinate point closest to the death coordinate point of the enemy combat unit with the death coordinate point of the enemy combat unit as the center, and use the game reward configured to this reward coordinate point according to the calculated distribution weights before as the game reward for this kill.
[0101] The above calculation operation can be directly completed by the local client or by the server. When the server performs the above calculation operation, the server can send the calculation result to the local client.
[0102] This method can also record the reward coordinate point where the game reward is triggered and the pickup status of the corresponding game reward. For example, if the game player does not pick up the game reward in the tower defense combat mode, record the pickup status of this game reward as not picked up; if the game player picks up this game reward in the tower defense combat mode, record the pickup status of this game reward as picked up. The picked-up game reward cannot be picked up again.
[0103] The recorded information about the reward coordinate point and the pickup status can be uploaded to the server. And when the tower defense combat is in progress, the local client can proceed without waiting for the server to respond to this upload operation, thereby ensuring the continuity and smoothness of the tower defense game.
[0104] In the case where a game player fails to pick up a game reward in the tower defense battle mode, the game reward can be displayed in the game scene of the main city construction mode. For example, it can be displayed in the main city interface so that the game player can continue to pick up the game reward in this game scene. Further, based on the recorded reward coordinate points and pickup status of the game reward, a first icon corresponding to the game reward can also be continuously displayed in the game scene of the tower defense battle mode. Therefore, the game player can also return to the game scene of the tower defense battle mode to continue picking up the game reward.
[0105] In addition, in one implementation, the exemplary method of the present invention may further include:
[0106] When an enemy combat unit is killed, a falling special effect of the game reward is displayed in a parabolic trajectory, where the parabolic trajectory starts from the death coordinate point of the enemy combat unit and ends at the nearest reward coordinate point.
[0107] The method may further include generating a first icon corresponding to the corresponding game reward at the nearest reward coordinate point after displaying the falling special effect of the game reward. During the process of generating this first icon, a corresponding generation special effect can also be synchronously displayed.
[0108] In addition, in this method, before displaying the falling special effect of the game reward after the enemy combat unit is killed, a death special effect of the enemy combat unit can also be displayed at the death coordinate point, such as playing the death action of the enemy combat unit. The death special effect and the falling special effect of the game reward can be displayed simultaneously in the game. Alternatively, the death special effect can be displayed first, and after displaying this death special effect, the falling special effect of the game reward can be started to be displayed.
[0109] By assigning game rewards with uncertainty to the killing operations of game players through preset rules, the fun of the game can be well increased, thereby stimulating the game enthusiasm of game players. At the same time, by displaying death special effects, game reward falling and generation special effects, etc. in the game scene, corresponding game feedback can also be given to game players visually, enabling game players to intuitively understand the current game progress and status, and further increasing the fun of the game and enhancing the game experience of game players.
[0110] Reference Figure 9 , the present invention also provides a device 1 for picking up game rewards. The device 1 includes:
[0111] A switching module 2, which is used to switch the game interaction mode from the first game interaction mode to the second game interaction mode based on the level events in the game, where the game interface remains unchanged when switching the game interaction mode;
[0112] A monitoring module 3, which is configured to determine whether a game player has performed a reward pickup operation in a game scenario of a first game interaction mode, and monitor the reward pickup operation of the game player in a game scenario of a second game interaction mode;
[0113] A reward display module 4, which is configured to display game rewards in a game scenario of a second game interaction mode;
[0114] A reward distribution module 5, which is configured to distribute game rewards to the game player in response to the reward pickup operation of the game player in a game scenario of a second game interaction mode.
[0115] The above description of various embodiments of the present invention is provided to a person of ordinary skill in the relevant art for the purpose of description. It is not intended to exclude or limit the present invention to a single disclosed embodiment. As above, those of ordinary skill in the art taught above will understand various alternatives and modifications of the present invention. Therefore, although some alternative embodiments are specifically described, those of ordinary skill in the art will understand or relatively easily develop other embodiments. The present invention is intended to cover all alternatives, modifications, and variations of the present invention described herein, as well as other embodiments that fall within the spirit and scope of the present invention described above.
Claims
1. A method for picking up game rewards, characterized in that: The method comprises: Based on a level event in the game, switching the game interaction mode from a first game interaction mode to a second game interaction mode, wherein when the game interaction mode is switched, the game interface remains unchanged; Determining whether the game player has performed a reward picking operation in the game scene of the first game interaction mode; If the game player does not perform a reward picking operation in the game scene of the first game interaction mode, displaying the game reward in the game scene of the second game interaction mode; Monitoring the reward picking operation of the game player in the game scene of the second game interaction mode; In response to the reward picking operation, the game reward is distributed to the game player.
2. The method according to claim 1, characterized in that The method further comprises: If the game player performs a reward picking operation in the game scene of the first game interaction mode, the game reward will be distributed to the game player in the first game interaction mode.
3. The method according to claim 2, characterized in that The method further comprises: When a preset condition is met, displaying a first icon corresponding to the game reward in the game scene of the first game interaction mode; Monitoring whether the game player's game protagonist moves into a reward pickup range centered on the first icon; In response to the game protagonist moving into the reward pickup range, the game reward is distributed to the game player in the first game interaction mode.
4. The method according to claim 1, characterized in that: The method further comprises: Displaying a second icon corresponding to the game reward in the game scene of the second game interaction mode; monitoring a touch operation of the game player on the second icon; In response to the touch operation, the game reward is distributed to the game player in the second game interaction mode.
5. The method according to claim 3, characterized in that: The method further comprises: Pre-configuring a game reward at at least one reward coordinate point in the game scene of the first game interaction mode; When an enemy combat unit is killed, the reward coordinate point closest to the death coordinate point is determined with the death coordinate point of the enemy combat unit as the center, and the game reward pre-configured at the nearest reward coordinate point is used as the game reward after the enemy combat unit is killed.
6. The method according to claim 5, characterized in that The method further comprises: Pre-calculating the probability of triggering a game reward after the enemy combat unit is killed and the distribution weights of different game rewards; The different game rewards are pre-configured to the at least one reward coordinate point in the game scene of the first game interaction mode according to the allocation weight.
7. The method according to claim 5, characterized in that The method further comprises: The nearest reward coordinate point and the picking status of the game reward corresponding to the nearest reward coordinate point are uploaded to the server side, wherein the local client does not need to wait for the server side to respond to the upload operation.
8. The method according to claim 5, characterized in that The method further comprises: When the enemy combat unit is killed, the dropping special effect of the game reward is displayed in a parabolic trajectory, wherein the parabolic trajectory starts from the death coordinate point and ends at the nearest reward coordinate point.
9. The method according to any one of claims 1 to 8, characterized in that The first game interaction mode is a tower defense battle mode, and the second game interaction mode is a main city construction mode of the game player.
10. A device for picking up game rewards, characterized in that: The device comprises: A switching module, the switching module is used to switch the game interaction mode from the first game interaction mode to the second game interaction mode based on a level event in the game, wherein when the game interaction mode is switched, the game interface remains unchanged; A monitoring module, the monitoring module is used to determine whether the game player performs a reward picking operation in the game scene of the first game interaction mode, and to monitor the game player's reward picking operation in the game scene of the second game interaction mode; A reward display module, the reward display module is used to display game rewards in the game scene of the second game interaction mode; A reward distribution module is used to distribute the game reward to the game player in response to the game player's reward picking operation in the game scene of the second game interaction mode.
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