Jump Game II

       Given an array of non-negative integers, you are initially positioned at the firstindex 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 stepfrom index 0 to 1, then 3 steps to the last index.)

 

       思路:本题的解题思路就是:看第n步最远能走多远。其实本质上类似于广度优先搜索算法,根据nums[0]的值,看第一步最远能走多远,比如到达最远的索引为i,则从1到i之间都属于第一步的范围。再根据nums[1]到nums[i]的值,看第二步能走多远,以此类推。一旦某一步所能到达的最远距离大于等于数组长度,则就得到了结果。代码如下(下面的代码未考虑数组元素值为0的情况):

#define max(x,y)  (((x)>(y))?(x):(y))
 
int jump(int*nums, int numsSize)
{
    int i;
    int lastmaxnum;
    int curmaxnum = 0;
    int res = 0;
   
    lastmaxnum = 0 + nums[0];
 
    for(i = 1; i <numsSize; i++)
    {
        if(lastmaxnum >= numsSize-1)return res+1;
        if(i < lastmaxnum)
        {
            curmaxnum = max(curmaxnum,i+nums[i]);
        }
        else if(i == lastmaxnum)
        {
            curmaxnum = max(curmaxnum,i+nums[i]);
            res++; 
            lastmaxnum = curmaxnum;        
        }
    }
    return res;
}


 

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。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值