45、Jump Game II

本文介绍了一种解决最小跳跃步数问题的算法,通过数组元素表示当前位置的最大跳跃距离,目标是达到数组末尾,算法在每一步选择能跳到的最大位置进行优化。

Given an array of non-negative integers, you are initially positioned at the first index of the array.

Each element in the array represents your maximum jump length at that position.

Your goal is to reach the last index in the minimum number of jumps.

For example:
Given array A = [2,3,1,1,4]

The minimum number of jumps to reach the last index is 2. (Jump 1 step from index 0 to 1, then 3 steps to the last index.)

int jump(int A[], int n) {
       //求最小跳跃步数,美团笔试题,一定要一个数组用来记录步数吗?此题很巧妙,每个循环我都是能跳到的最大位置,
       int i = 0, maxP = 0, maxNp;
       int count = 0;
       while (i < n && maxP < n - 1)
       {
           int j = i;
           maxNp = maxP;
           ++count;
           while (j <= maxP)
           {
               if (A[j] + j > maxNp)
                   maxNp = A[j] + j;
               ++j;
           }
           i = j;
           maxP = maxNp;
       }
       return count;
    }



以下是C#跳跃游戏的源代码: using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { public float jumpForce = 10f; public float moveSpeed = 5f; public Transform groundCheck; public LayerMask groundLayer; public GameObject gameOverPanel; private Rigidbody2D rb; private Animator anim; private bool isJumping = false; private bool isGrounded = false; void Start() { rb = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); } void Update() { if (Input.GetKeyDown(KeyCode.Space) && isGrounded) { isJumping = true; rb.velocity = Vector2.up * jumpForce; } anim.SetBool("isJumping", isJumping); anim.SetFloat("yVelocity", rb.velocity.y); float horizontalInput = Input.GetAxisRaw("Horizontal"); rb.velocity = new Vector2(horizontalInput * moveSpeed, rb.velocity.y); if (rb.velocity.x > 0) { transform.localScale = new Vector3(1, 1, 1); } else if (rb.velocity.x < 0) { transform.localScale = new Vector3(-1, 1, 1); } isGrounded = Physics2D.OverlapCircle(groundCheck.position, 0.1f, groundLayer); if (!isGrounded) { gameOverPanel.SetActive(true); Time.timeScale = 0f; } } private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Coin")) { Destroy(collision.gameObject); } } } 在此代码中,我们定义了玩家控制器的变量和属性。我们还定义了开始和更新函数,以便在游戏中实现跳跃和移动。我们还在代码中添加了碰撞检测和游戏结束的逻辑。
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