Method and apparatus for picking up game rewards

By seamlessly switching between game interaction modes during game level events and monitoring reward collection operations, the problem of disjointedness between tower defense gameplay and the main interface was solved, enabling cross-mode reward collection and improving the game's overall coherence and player immersion.

CN120168967BActive Publication Date: 2025-11-18SHANGHAI LINGWU TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510450866.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-04-10
Publication Date
2025-11-18
Estimated Expiration
2045-04-10

AI Technical Summary

Technical Problem

In existing simulation construction games, the tower defense gameplay and the main interface are disconnected, resources are poorly linked, and dynamic interaction is lacking, resulting in a poor player experience.

Method used

By seamlessly switching between game interaction modes during game level events while maintaining a consistent interface, and by monitoring and responding to reward pickup actions, game rewards can be picked up in different modes, enhancing strategic continuity and immersion.

Benefits of technology

It enables seamless switching between game interaction modes, enhances the game's overall integrity and immersion, strengthens the strategic continuity and freedom of players in different scenarios or modes, and improves the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a method for picking up game rewards, comprising: switching a game interaction mode from a first game interaction mode to a second game interaction mode based on a level event in the game, wherein the game interface remains unchanged when the game interaction mode is switched; determining whether a player has performed a reward picking operation in a game scene of the first game interaction mode; if the player has not performed the reward picking operation in the game scene of the first game interaction mode, displaying a game reward in a game scene of the second game interaction mode; monitoring the reward picking operation of the player in the game scene of the second game interaction mode; and in response to the reward picking operation, issuing the game reward to the player. The method can avoid using a copy form when switching the game interaction mode, and enhance the relevance between different game scenes or modes, thereby improving the game experience of the player. The present application also provides a device for picking up game rewards.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of game technology, and in particular to a method and device for picking up game rewards. BACKGROUND

[0002] At present, simulation construction games, as an important game type, have been successfully transplanted to mobile terminal devices such as mobile phones and tablet computers. In order to enrich the game play and enhance the interactivity between the game developers and the game players, the tower defense play is usually introduced into the simulation construction game.

[0003] However, in the existing multi-mode game, different play modes are often independently run, resulting in a fragmented experience for the game players. For example, the existing tower defense play is usually presented in the form of a copy in the simulation construction game. In the game process, if the game player wants to participate in the tower defense play, he needs to switch from the main interface of the simulation construction game to the copy of the tower defense play, and then perform the corresponding tower defense game. This switching mode causes a fragmented experience for the game players. In addition, the "scene binding resource" mechanism commonly used in the prior art has weak resource association between different modes. Under this mechanism, the game rewards (such as treasure chests, materials, etc.) generated in the tower defense play will disappear permanently or need to be picked up again in the tower defense battle scene. This design breaks the association between the battle benefits and the business construction, and weakens the strategic continuity of the 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 the 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

[0005] The purpose of the present application is to provide a method and device for picking up game rewards to improve the game experience of the game players.

[0006] According to one aspect of the present application, a method for picking up game rewards is provided, which can include:

[0007] switching the game interaction mode from a first game interaction mode to a second game interaction mode based on a level event in the game, wherein the game interface remains unchanged when the game interaction mode is switched;

[0008] determining whether the game player has performed a reward pickup operation in the game scene of the first game interaction mode;

[0009] if the game player has not performed the reward pickup 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 a game reward pickup operation of the game player in a game scene of the second game interaction mode;

[0011] in response to the game reward pickup operation, issuing the game reward to the game player.

[0012] According to the scheme, the exemplary method provided by the application can avoid using a 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 overall game and the immersion of the game player. Moreover, the method also allows the game player to pick up the game reward that is not picked up in time in the first game interaction mode in the second game interaction mode, thereby avoiding the problem of weak resource association caused by the scene binding resource mechanism, enhancing the strategy continuity of the game player between different game scenes or modes, and improving the game experience of the game player.

[0013] In an embodiment, the method can further include:

[0014] if the game player performs the game reward pickup operation in the game scene of the first game interaction mode, issuing the game reward to the game player in the first game interaction mode.

[0015] In an embodiment, the method can further include:

[0016] when the preset condition is met, displaying a first icon corresponding to the game reward in the game scene of the first game interaction mode;

[0017] monitoring whether the game character of the game player moves into a game reward pickup range centered on the first icon;

[0018] in response to the game character moving into the game reward pickup range, issuing the game reward to the game player in the first game interaction mode.

[0019] In an embodiment, the method can further include:

[0020] displaying a second icon corresponding to the game reward in a game scene of the second game interaction mode;

[0021] monitoring a 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 scheme, in the exemplary method provided by the present application, the game player can choose to pick up the corresponding game reward 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 reward after switching to the second game interaction mode. Moreover, even when 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 picking up in the subsequent game process. Therefore, the method enables the game player to have a high degree of freedom in picking up the game reward, and can freely choose which way to complete the picking operation. Moreover, the method can display the game reward produced in the first game interaction mode in the game scene of the second game interaction mode, further enhancing the relevance between the game interaction scenes, enabling the game player to immerse in the game play without feeling fragmented when switching between different scenes or modes, and thus improving the game experience.

[0024] In an embodiment, the method can further include:

[0025] pre-configuring the game reward at at least one reward coordinate point in the game scene of the first game interaction mode;

[0026] when the enemy combat unit is killed, determining the closest reward coordinate point to the death coordinate point of the enemy combat unit, and taking the game reward pre-configured at the closest reward coordinate point as the game reward after the enemy combat unit is killed.

[0027] In an embodiment, the method can further include:

[0028] pre-calculating the probability of triggering the game reward after the enemy combat unit is killed and the allocation weight of different game rewards;

[0029] pre-configuring different game rewards to at least one reward coordinate point in the game scene of the first game interaction mode according to the allocation weight.

[0030] In an embodiment, the method can further include:

[0031] uploading the closest reward coordinate point and the pickup state of the game reward corresponding to the closest reward coordinate point to the server side, wherein the local client does not need to wait for the server side to respond to the uploading operation.

[0032] In an embodiment, the method can further include:

[0033] when the enemy combat unit is killed, displaying a drop special effect of the game reward in a parabolic trajectory, wherein the parabolic trajectory starts from the death coordinate point and ends at the closest reward coordinate point.

[0034] In one implementation, 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 of the game player.

[0035] According to the above scheme, the exemplary method provided by the present application can assign the killing operation of the game player in the game with the game reward with uncertainty through the pre-set rules, which can well increase the interest of the game, and further stimulate the game enthusiasm of the game player. Meanwhile, through the display of the game reward drop special effect and the like in the game scene, the corresponding game feedback can be visually given to the game player, so that the game player can intuitively understand the current game progress and state, and the interest of the game can be further increased, and the game experience of the game player can be improved.

[0036] According to another aspect of the present application, a device for picking up a game reward is also provided, which can include:

[0037] a switching module for switching 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 the game interface remains unchanged when the game interaction mode is switched;

[0038] a monitoring module for determining whether the game player has performed a reward picking operation in the game scene of the first game interaction mode, and monitoring the reward picking operation of the game player in the game scene of the second game interaction mode;

[0039] a reward display module for displaying the game reward in the game scene of the second game interaction mode;

[0040] a reward issuing module for issuing the game reward 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 DRAWINGS

[0041] For better understanding of the above and other objects, features, advantages and functions of the present application, reference can be made to the preferred embodiments shown in the accompanying drawings. The same reference numerals in the drawings refer to the same components. It should be understood by those skilled in the art that the drawings are intended to illustrate the preferred embodiments of the present application schematically, and have no limiting effect on the scope of the present application, and the components in the drawings are not drawn to scale.

[0042] Figure 1 A flowchart of a method for picking up a game reward according to an embodiment of the present application is shown.

[0043] Figure 2 A flowchart of a method for picking up a game reward according to another embodiment of the present application is shown.

[0044] Figure 3A flowchart of a method for picking up a game prize according to yet another embodiment of the present application is shown.

[0045] Figure 4 A flowchart of a method for picking up a game prize according to yet another embodiment of the present application is shown.

[0046] Figure 5 A flowchart of a method for picking up a game prize according to yet another embodiment of the present application is shown.

[0047] Figure 6 A flowchart of a method for picking up a game prize according to yet another embodiment of the present application is shown.

[0048] Figure 7 A flowchart of a method for picking up a game prize according to yet another embodiment of the present application is shown.

[0049] Figure 8 A flowchart of a method for picking up a game prize according to yet another embodiment of the present application is shown.

[0050] Figure 9 A schematic diagram of an apparatus for picking up a game prize according to an embodiment of the present application is shown. DETAILED DESCRIPTION

[0051] Reference will now be made in detail embodiments of the application, which are illustrated in the accompanying drawings. The embodiments described herein are merely exemplary of the application and a person skilled in the art can think of other ways to realize the application on the basis of the preferred embodiments described herein, which are also within the scope of the present application.

[0052] As Figure 1 shown in the embodiments of the present application, a method for picking up a game prize can include:

[0053] switching a game interaction mode from a first game interaction mode to a second game interaction mode based on a level event in the game, wherein the game interface remains unchanged when the game interaction mode is switched;

[0054] determining whether a prize picking operation is performed by a game player in a game scene of the first game interaction mode;

[0055] if the prize picking operation is not performed by the game player in the game scene of the first game interaction mode, displaying the game prize in a game scene of the second game interaction mode;

[0056] monitoring the prize picking operation of the game player in the game scene of the second game interaction mode;

[0057] in response to the prize picking operation, issuing the game prize to the game player.

[0058] In this embodiment, the first game interaction mode can be a tower defense battle mode, and the second game interaction mode can be a city-building mode for the player. In the city-building mode game scene, the player's city can be displayed completely or at least partially. Alternatively, the first and second game interaction modes can be interchanged.

[0059] It should be understood that the main city construction mode and tower defense battle mode are exemplary and not limiting. In other words, in the exemplary method provided by this invention, the game interaction mode can be any mode suitable for game players to participate in and interact with.

[0060] In this method, game rewards can be displayed in a specific area or location within the player's main city interface. Alternatively, game rewards can also be displayed in a sub-interface beneath the main city interface. For example, the player's main city interface may include a sub-interface displaying information related to tower defense battles, and game rewards not collected in time during the battle can be displayed in that sub-interface. Within the main city interface or its sub-interfaces, game rewards can be displayed as reward icons.

[0061] The level events in this method can be events that involve entering or exiting a game level. Level events can be actively selected by the player or automatically triggered based on preset conditions. As an example, game levels can include at least one of the following: story levels, event levels, regular levels, or endless challenge levels.

[0062] Therefore, the exemplary method provided by this invention avoids using a copy format when switching game interaction modes, ensuring seamless switching of game interaction modes without changing the current game interface, significantly improving the game's overall integrity and the player's immersion. Furthermore, this method allows players to collect game rewards in the second game interaction mode that were not collected in the first, thus avoiding the weak resource correlation problem caused by scene-bound resource mechanisms, enhancing the strategic continuity of players across different game scenes or modes, and thereby improving the player's gaming experience.

[0063] like Figure 2 As shown, in the exemplary method of the present invention, game players can also directly pick up game rewards in the game scene of the first game interaction mode, thereby obtaining the game rewards. Therefore, the method may further include:

[0064] If a player performs a reward pickup action in the game scene of the first game interaction mode, the game reward will be distributed to the player in the first game interaction mode.

[0065] It can be understood that if the game player selects to pick up the game reward in the game scene of the first game interaction mode and performs the corresponding reward picking operation, the game reward is no longer displayed in the game scene of the second game interaction mode. The game reward can be awarded to the game player immediately after the game player performs the corresponding reward picking operation, or can be awarded to the game player alone or together with other rewards after the first game interaction mode ends.

[0066] In an embodiment, the game reward can be triggered only when the game meets certain conditions. Moreover, after the game reward is triggered, the game player also needs to perform certain specific reward picking operations to obtain the game reward. Therefore, as Figure 3 shown, the method can further include:

[0067] displaying a first icon corresponding to the game reward in the game scene of the first game interaction mode when a preset condition is met;

[0068] monitoring whether the game character of the game player moves into a preset reward picking range centered on the first icon;

[0069] in response to the game character moving into the preset reward picking range, awarding the game reward to the game player in the first game interaction mode.

[0070] In the above exemplary method, the preset condition for triggering the game reward and displaying the game reward in the game scene of the first game interaction mode can be the death of an enemy combat unit. For example, in a tower defense battle, when the game character of the game player kills a certain enemy combat unit, the game reward will certainly or with a certain probability 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 form of an icon in the game scene of the first game interaction mode, 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 scene of the first game interaction mode, the game player needs to move the game character into the preset range to trigger the picking operation of the game reward.

[0072] As Figure 4 shown, in an embodiment, the game player can click the first icon in the game interface, so that the game character automatically routes to the position of the first icon based on the clicking operation of the game player, and when the game character enters the preset reward picking range centered on the first icon, the picking operation of the game reward is triggered.

[0073] Therefore, the exemplary method of the present application can include:

[0074] When an enemy combat unit is defeated, the first icon corresponding to the game reward will be displayed in the game scene of the first game interaction mode;

[0075] Monitor player clicks on the game interface;

[0076] In response to the click, control the game character to move to the clicked location on the game interface;

[0077] Determine whether the game's main character has entered the preset reward pickup range centered on the first icon;

[0078] When the game's main character enters the preset reward pickup range, the game reward will be distributed to the player.

[0079] like Figure 5 As shown, in another implementation, game players 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 game rewards.

[0080] Therefore, the exemplary method of the present invention may further include:

[0081] When an enemy combat unit is defeated, the first icon corresponding to the game reward will be displayed in the game scene of the first game interaction mode;

[0082] Monitor players' touch operations on virtual control components in the game interface;

[0083] In response to this touch operation, control the movement of the game character within the game interface;

[0084] Determine whether the game's main character has entered the preset reward pickup range centered on the first icon;

[0085] When the game's main character enters the preset reward pickup range, the game reward will be distributed to the player.

[0086] The two reward pickup operations in the above embodiments are merely exemplary and do not imply that the method can only adopt either or both of these pickup methods. The exemplary method of the present invention can also adopt other suitable pickup methods.

[0087] In this method, the game reward can only be picked up when the player's main character enters the preset reward pickup range. Other combat units besides the main character cannot trigger the pickup operation even if they touch the preset reward pickup range.

[0088] As mentioned above, refer to Figure 6In the exemplary method of the present application, the game player can continue to pick up the game rewards that are not picked up in time in the first game interaction mode in the game scene of the second game interaction mode. Therefore, the method can further include:

[0089] displaying a second icon corresponding to the game reward in the game scene of the second game interaction mode;

[0090] monitoring a touch operation of the game player on the second icon;

[0091] in response to the touch operation, issuing the game reward to the game player in the second game interaction mode.

[0092] In the method, the second icon can be displayed in the form of a treasure chest in the game scene of the second game interaction mode. Moreover, the second icon can be the same as or different from the first icon displayed in the game scene of the first game interaction mode.

[0093] When the game is in the second game interaction mode, the game player can click the second icon in the game scene, and the method can respond to the clicking operation of the game player and issue the corresponding game reward to the game player.

[0094] In the method, the game player can choose to pick up the corresponding game reward by controlling the movement of the game character in the game scene of the first game interaction mode, or can choose to pick up the game reward after returning to the second game interaction mode. Moreover, even when 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 in the subsequent game process. It can be seen that the method enables the game player to have a high degree of freedom in picking up the game reward, and can freely choose which way to complete the picking operation. Moreover, the 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 the game interaction scenes, enabling the game player to immerse in the game play without feeling fragmented when switching between different scenes or modes, and thus improving the game experience.

[0095] In addition, as Figure 7 shown, in the exemplary method of the present application, the game reward can also be generated based on a pre-set rule. The method can further include:

[0096] pre-configuring the game reward at at least one reward coordinate point in the game scene of the first game interaction mode;

[0097] When the enemy combat unit is killed, a reward coordinate point closest to the death coordinate point of the enemy combat unit is determined, and a game reward pre-configured at the closest reward coordinate point is taken as the game reward after the enemy combat unit is killed.

[0098] The operation of pre-configuring the game reward can be completed when the first game interaction mode starts, or can be completed during the process when the first game interaction mode is ongoing. The death coordinate point of the enemy combat unit can refer to a coordinate point where the enemy combat unit is killed by the game hero of the game player in the game interface.

[0099] Now taking the tower defense combat mode as an example, the embodiment is specifically described.

[0100] Reference Figure 8 When the tower defense combat starts, the probability of triggering the game reward in the tower defense combat and the distribution weight of the game rewards of different levels or quality types are pre-calculated. According to the calculated distribution weight, the corresponding game rewards are pre-configured to different reward coordinate points in the game scene of the tower defense combat. When the game hero of the game player kills the enemy combat unit, whether the killing triggers the game reward is determined according to the pre-calculated probability. After it is determined that the game reward is triggered, the pre-configured reward coordinate point closest to the death coordinate point of the enemy combat unit is determined from the death coordinate point of the enemy combat unit, and the game reward previously configured to the reward coordinate point according to the calculated distribution weight is taken as the game reward of the killing.

[0101] The above calculation operation can be directly completed by the local client, or can be completed by the server. When the above calculation operation is completed by the server, the server can issue the calculation result to the local client.

[0102] The method can also record the reward coordinate point of the triggered game reward, and the pickup state of the corresponding game reward. For example, if the game player does not pick up the game reward in the tower defense combat mode, the pickup state of the game reward is recorded as not picked up; if the game player picks up the game reward in the tower defense combat mode, the pickup state of the game reward is recorded 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 state can be uploaded to the server. Moreover, when the tower defense combat is ongoing, the local client can not need to wait for the server to respond to the uploading operation, thereby ensuring the continuity and smoothness of the tower defense game.

[0104] In the case that the game player does not pick up the 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, can be displayed in the main city interface, so that the game player can continue to pick up the game reward in the game scene. Further, based on the recorded reward coordinate point and the pickup state of the game reward, the 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 to pick up the game reward.

[0105] In addition, in an embodiment, the exemplary method of the present application can also include:

[0106] When the enemy combat unit is killed, a falling special effect of the game reward is displayed in a parabolic trajectory, wherein 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 can also 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 generation of the first icon, the corresponding generation special effect can also be synchronously displayed.

[0108] In addition, in the method, after the enemy combat unit is killed and before the falling special effect of the game reward is displayed, a death special effect of the enemy combat unit can also be displayed at the death coordinate point, for example, playing a 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 the death special effect is displayed, the falling special effect of the game reward can be started.

[0109] By pre-setting rules to assign game rewards with uncertainty to the killing operation of the game player in the game, the interest of the game can be well increased, thereby stimulating the game enthusiasm of the game player. At the same time, by displaying the death special effect, the game reward falling and the generation special effect in the game scene, the corresponding game feedback can also be visually given to the game player, so that the game player can intuitively understand the current game progress and state, and the interest of the game can be further increased, and the game experience of the game player can be improved.

[0110] Reference Figure 9 The present application also provides a device 1 for picking up a game reward, the device 1 comprising:

[0111] A switching module 2 is used to switch the game interaction mode from a first game interaction mode to a second game interaction mode based on a level event in the game, wherein the game interface remains unchanged when the game interaction mode is switched;

[0112] a monitoring module 3 for determining whether the game player performs a reward pickup operation in the game scene of the first game interaction mode, and monitoring the reward pickup operation of the game player in the game scene of the second game interaction mode;

[0113] a reward display module 4 for displaying the game reward in the game scene of the second game interaction mode;

[0114] a reward delivery module 5 for delivering the game reward to the game player in response to the reward pickup operation of the game player in the game scene of the second game interaction mode.

[0115] The above description of various embodiments of the application is given for the purpose of describing and not limiting the application. The application is not intended to be exclusive or limited to a single disclosed embodiment. As above, one of ordinary skill in the art in the field of the above teachings will appreciate various alternatives and modifications to the application. Therefore, although some alternatives are specifically described above, one of ordinary skill in the art will appreciate or be relatively easy to develop other embodiments. The application is intended to include all alternatives, modifications and variations of the application described herein, as well as other embodiments falling within the spirit and scope of the application as described above.

Claims

1. A method for collecting game rewards, characterized in that, The method includes: Based on level events in the game, the game interaction mode is switched from the first game interaction mode to the second game interaction mode, wherein the game interface remains unchanged when switching game interaction modes; Determine whether the player performed a reward pickup operation in the game scene of the first game interaction mode; If the player does not pick up the reward in the game scene of the first game interaction mode, the game reward will be displayed in the game scene of the second game interaction mode. Monitor players' reward-collecting actions in the game scene of the second game interaction mode; In response to the reward pickup operation, the game reward is distributed to the game player; The method further includes: Calculate in advance the probability of triggering game rewards after enemy combat units are killed, as well as the distribution weight of different game rewards; According to the allocated weights, the different game rewards are pre-configured to at least one reward coordinate point in the game scene of the first game interaction mode; When an enemy combat unit is killed, the nearest reward coordinate point is determined centered on the enemy combat unit's death coordinate point, 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.

2. The method according to claim 1, characterized in that, The method further includes: If a player performs a reward pickup operation in the game scene of the first game interaction mode, the game reward will be distributed to the player in the first game interaction mode.

3. The method according to claim 2, characterized in that, The method further includes: When preset conditions are met, a first icon corresponding to the game reward is displayed in the game scene of the first game interaction mode; Monitor whether the player's main character moves into the 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 includes: In the game scene of the second game interaction mode, a second icon corresponding to the game reward is displayed; Monitor the player's touch operation on the second icon; In response to the touch operation, the game rewards are distributed to the game player in the second game interaction mode.

5. The method according to claim 1, characterized in that, The method further includes: The nearest reward coordinates and the pickup status of the game reward corresponding to the nearest reward coordinates are uploaded to the server. The local client does not need to wait for the server to respond to the upload operation.

6. The method according to claim 1, characterized in that, The method further includes: When the enemy combat unit is killed, the game reward is displayed as a parabolic trajectory, starting from the point of death and ending at the nearest reward point.

7. The method according to any one of claims 1 to 6, characterized in that, The first game interaction mode is a tower defense battle mode, and the second game interaction mode is a city building mode for game players.

8. A device for picking up game rewards, characterized in that, The device includes: A switching module is used to switch the game interaction mode from the first game interaction mode to the second game interaction mode based on level events in the game, wherein the game interface remains unchanged when switching the game interaction mode; The monitoring module is configured to determine whether a player has performed a reward pickup operation in the game scene of the first game interaction mode, and to monitor the player's reward pickup operation in the game scene of the second game interaction mode. A reward display module, configured to display game rewards in the game scene of the second game interaction mode; The reward distribution module is configured to respond to a player's reward pickup operation in the game scene of the second game interaction mode, and to distribute the game reward to the player. It is also configured to pre-calculate the probability of triggering a game reward after an enemy combat unit is killed, as well as the allocation weight of different game rewards. The module pre-configures the different game rewards to at least one reward coordinate point in the game scene of the first game interaction mode according to the allocation weight. Furthermore, when an enemy combat unit is killed, the module determines the nearest reward coordinate point to the enemy combat unit's death coordinate point, and uses the game reward pre-configured at the nearest reward coordinate point as the game reward after the enemy combat unit is killed.

Citation Information

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