45 - Jump Game II

Problem

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.

Example:

Input: [2,3,1,1,4]
Output: 2
Explanation: 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.

Note:

You can assume that you can always reach the last index.

Code

import java.util.concurrent.LinkedBlockingQueue;

public class Solution {
    
    public int jump(int[] nums) {
        int len = nums.length;
        if (len <= 1) {
            return 0;
        }
        int step[] = new int[len];
        for (int i = 0; i < len; ++i) {
            step[i] = Integer.MAX_VALUE;
        }
        Queue<Integer> queue = new LinkedBlockingQueue<Integer>();
        step[0] = 0;
        queue.add(0);
        while (!queue.isEmpty()) {
            int index = queue.poll();
            for (int i = nums[index]; i >= 0; --i) {
                if (index + i == len - 1) {
                    return step[index] + 1;
                }
                if (index + i < len && step[index + i] > step[index] + 1) {
                    step[index + i] = step[index] + 1;
                    queue.add(index + i);
                }
            }
        }
        return step[len - 1];
    }
    
}

Link: https://leetcode.com/problems/jump-game-ii/

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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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