jump game

贪婪,贪婪的比较巧 算是,你在或不不在,他都在这里。。。。

遍历所有的index,维护一个当前可以走的最远的位子,如果最远符合条件,那么就是了,否则就算你遍历完,你也走不到那里。。。中间判断是否能走到的时候哟啊看当前i是不是比m小,否则,就算到了也不算,因为suppose就不应该到那里。。。


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.


#include <iostream>
#include <vector>
using namespace std;
class Solution {
public:
	bool canJump(int A[], int n) {
		if (n==0)
			return false;
		if (n==1)
			return true;
		int i=0,m=0;
		for (;i<n;i++){
			if(i<=m){
				m=max(m,A[i]+i);
				if(m>=n-1)
					return true;
			}
		}
		return false;
    }
};


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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