3364 Lanterns (异或方程组高斯消元)

基本思路。首先构造一个n*(m+1)的矩阵,同时标记一个行数row,row从零开始,然后找出每一列第一个非零的数,和第row行互换,

然后对row到n行,异或运算。最终的结果为2^(m-row)

#include<stdio.h>
#include<string.h>
#include<algorithm>
using namespace std;
int array[55][55],n,m,h[55][55];
int main()
{
	int i,j,k,t,a,q;
	scanf("%d",&t);
	for(int v=1;v<=t;v++)
	{
		memset(array,0,sizeof(array));
		memset(h,0,sizeof(h));
		scanf("%d%d",&n,&m);
		for(i=0;i<m;i++)
		{
			scanf("%d",&k);
			while(k--)
			{
				scanf("%d",&a);
				array[a-1][i]=1;
			}
		}
		for(i=0;i<n;i++)
		for(j=0;j<m;j++)
			h[i][j]=array[i][j];
		printf("Case %d:\n",v);
		scanf("%d",&q);
		while(q--)
		{
			for(i=0;i<n;i++)
			for(j=0;j<m;j++)
				array[i][j]=h[i][j];
			for(i=0;i<n;i++)
				scanf("%d",&array[i][m]);
			/*for(i=0;i<n;i++)
			{
				for(j=0;j<=m;j++)
					printf("%d ",array[i][j]);
				printf("\n");
			}*/
			__int64 ans=1;
			int row=0;
			for(i=0;i<m;i++)
			{
				for(j=row;j<n;j++)
					if(array[j][i])
						break;
				if(j==n)continue;
				if(j!=row)
				{
					for(k=0;k<=m;k++)
						swap(array[row][k],array[j][k]);
				}
				for(j=row+1;j<n;j++)
				{
					if(array[j][i])
					{
						for(k=0;k<=m;k++)
							array[j][k]^=array[row][k];
					}
				}
				row++;//这里不用担心row超过n,因为从n行开始,每行的数字都是0
			}
				for(j=row;j<n;j++)
					if(array[j][m])
					{
						ans=0;
						break;
					}
				int tmp=m-row;
				while(tmp--)
					ans*=2;
			printf("%I64d\n",ans);
		}
	}
	return 0;
}


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以下是一个简单的灯笼高高挂小游戏的 Phaser 3 代码示例: ```javascript var config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 200 } } }, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var player; var lanterns; var cursors; var score = 0; var scoreText; function preload() { this.load.image('sky', 'assets/sky.png'); this.load.image('ground', 'assets/platform.png'); this.load.image('star', 'assets/star.png'); this.load.image('lantern', 'assets/lantern.png'); this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 }); } function create() { this.add.image(400, 300, 'sky'); var platforms = this.physics.add.staticGroup(); platforms.create(400, 568, 'ground').setScale(2).refreshBody(); platforms.create(600, 400, 'ground'); platforms.create(50, 250, 'ground'); platforms.create(750, 220, 'ground'); player = this.physics.add.sprite(100, 450, 'dude'); player.setBounce(0.2); player.setCollideWorldBounds(true); this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'turn', frames: [ { key: 'dude', frame: 4 } ], frameRate: 20 }); this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }), frameRate: 10, repeat: -1 }); cursors = this.input.keyboard.createCursorKeys(); lanterns = this.physics.add.group({ key: 'lantern', repeat: 11, setXY: { x: 12, y: 0, stepX: 70 } }); lanterns.children.iterate(function (child) { child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); var stars = this.physics.add.group({ key: 'star', repeat: 11, setXY: { x: 12, y: 0, stepX: 70 } }); stars.children.iterate(function (child) { child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); this.physics.add.collider(player, platforms); this.physics.add.collider(lanterns, platforms); this.physics.add.collider(stars, platforms); this.physics.add.overlap(player, stars, collectStar, null, this); this.physics.add.overlap(player, lanterns, hitLantern, null, this); scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); } function update() { if (cursors.left.isDown) { player.setVelocityX(-160); player.anims.play('left', true); } else if (cursors.right.isDown) { player.setVelocityX(160); player.anims.play('right', true); } else { player.setVelocityX(0); player.anims.play('turn'); } if (cursors.up.isDown && player.body.touching.down) { player.setVelocityY(-330); } } function collectStar(player, star) { star.disableBody(true, true); score += 10; scoreText.setText('Score: ' + score); if (stars.countActive(true) === 0) { stars.children.iterate(function (child) { child.enableBody(true, child.x, 0, true, true); }); var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400); var lantern = lanterns.create(x, 16, 'lantern'); lantern.setBounce(1); lantern.setCollideWorldBounds(true); lantern.setVelocity(Phaser.Math.Between(-200, 200), 20); } } function hitLantern(player, lantern) { this.physics.pause(); player.setTint(0xff0000); player.anims.play('turn'); gameOver = true; } ``` 这段代码创建了一个包含玩家、星星和灯笼的简单平台游戏。玩家可以使用键盘控制移动和跳跃,收集星星并避开灯笼。

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