Jump Game

题目描述:

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.

Determine if you are able to reach the last index.

For example:
A = [2,3,1,1,4], return true.

A = [3,2,1,0,4], return false.

解题思路:

使用贪心法,假设当前位于元素i,如果nums[i]<=0,那么不可能到达最后一个元素,否则下一跳选择的步数j需要满足:max(j+nums[i+j]) 其中j>=1 且j<=nums[i]


AC代码如下:

class Solution {
public:
	bool canJump(vector<int>& nums) {
		int n = nums.size();
		if (n == 0 || nums[0] >= n - 1) return true;
		for (int i = 0; i < n;){
			if (nums[i] <= 0) return false;
			int max_step = 0;
			int select_step = 0;
			if (i + nums[i] >= n - 1) return true;
			for (int j = 1; j <= nums[i];++j){
				if (j + nums[i + j] > max_step){
					max_step = j + nums[i + j];
					select_step = j;
				}
			}
			i += select_step;
		}
		return true;
	}
};


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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