AcWing 99. 激光炸弹 (前缀和)

Problem

这个题蛮有意思,题面保证覆盖范围是一个正方形,战场的长宽在5k以内,可以一次遍历范围,计算区域内总和可以联想到二维前缀和。
然后再处理一些代码中的边界,细节问题即可。

顺便再看一下JVM优化过的Java代码,学习到了静态块的应用以及JVM最基础的优化代码模块。

//
// Source code recreated from a .class file by IntelliJ IDEA
// (powered by Fernflower decompiler)
//

import java.io.BufferedReader;
import java.io.InputStreamReader;
import java.io.PrintWriter;

public class Main {
    static BufferedReader br;
    static PrintWriter pw;
    static int N;
    static int n;
    static int r;
    static int[][] w;
    static int[][] size;

    public Main() {
    }

    public static void main(String[] args) throws Exception {
        String[] s = br.readLine().split(" ");
        n = Integer.parseInt(s[0]);
        r = Integer.parseInt(s[1]);

        int max;
        int i;
        int j;
        for(max = 1; max <= n; ++max) {
            s = br.readLine().split(" ");
            i = Integer.parseInt(s[0]);
            j = Integer.parseInt(s[1]);
            ++i;
            ++j;
            w[i][j] = Integer.parseInt(s[2]);
        }

        for(max = 1; max <= 5005; ++max) {
            for(i = 1; i <= 5005; ++i) {
                size[max][i] = size[max - 1][i] + size[max][i - 1] - size[max - 1][i - 1] + w[max][i];
            }
        }

        max = -2147483648;

        for(i = r; i <= 5001; ++i) {
            for(j = r; j <= 5001; ++j) {
                max = Math.max(max, size[i][j] - size[i - r][j] - size[i][j - r] + size[i - r][j - r]);
            }
        }

        pw.println(max);
        pw.flush();
        pw.close();
        br.close();
    }

    static {
        br = new BufferedReader(new InputStreamReader(System.in));
        pw = new PrintWriter(System.out);
        N = 5010;
        w = new int[N][N];
        size = new int[N][N];
    }
}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
当然可以!下面是一个使用Cocos Creator和TypeScript创建炸弹人游戏的示例代码: ``` const { ccclass, property } = cc._decorator; enum ItemType { BombRange, SpeedUp } @ccclass export default class BombMan extends cc.Component { @property(cc.Prefab) private playerPrefab: cc.Prefab = null; @property(cc.Prefab) private enemyPrefab: cc.Prefab = null; @property(cc.Prefab) private itemPrefab: cc.Prefab[] = []; @property(cc.SpriteFrame) private brickSprite: cc.SpriteFrame = null; private player: cc.Node = null; private enemies: cc.Node[] = []; private items: cc.Node[] = []; private map: number[][] = []; private gridSize: number = 45; private gridRows: number = 15; private gridCols: number = 15; private bombRange: number = 1; private playerSpeed: number = 200; onLoad() { this.generateMap(); this.spawnPlayer(); this.scheduleOnce(this.spawnEnemy, Math.random() * 3 + 2); this.scheduleOnce(this.spawnItem, Math.random() * 5 + 3); } generateMap() { for (let i = 0; i < this.gridRows; i++) { this.map[i] = []; for (let j = 0; j < this.gridCols; j++) { let tileType = Math.random() < 0.8 ? 0 : 1; this.map[i][j] = tileType; if (tileType === 1) { let brickNode = new cc.Node(); let sprite = brickNode.addComponent(cc.Sprite); sprite.spriteFrame = this.brickSprite; brickNode.parent = this.node; brickNode.setPosition(j * this.gridSize, i * this.gridSize); } } } } spawnPlayer() { this.player = cc.instantiate(this.playerPrefab); this.player.parent = this.node; this.player.setPosition(this.gridSize / 2, this.gridSize / 2); } spawnEnemy() { let enemyNode = cc.instantiate(this.enemyPrefab); enemyNode.parent = this.node; // 随机生成敌人的位置 let randomRow = Math.floor(Math.random() * this.gridRows); let randomCol = Math.floor(Math.random() * this.gridCols); enemyNode.setPosition(randomCol * this.gridSize, randomRow * this.gridSize); this.enemies.push(enemyNode); // 随机生成敌人的生成时间间隔 this.scheduleOnce(this.spawnEnemy, Math.random() * 3 + 2); } spawnItem() { let itemType = Math.floor(Math.random() * this.itemPrefab.length); let itemNode = cc.instantiate(this.itemPrefab[itemType]); itemNode.parent = this.node; // 随机生成道具的位置 let randomRow = Math.floor(Math.random() * this.gridRows); let randomCol = Math.floor(Math.random() * this.gridCols); itemNode.setPosition(randomCol * this.gridSize, randomRow * this.gridSize); this.items.push(itemNode); // 随机生成道具的生成时间间隔 this.scheduleOnce(this.spawnItem, Math.random() * 5 + 3); } // ... } ``` 这只是一个简单的示例代码,包含了地图的生成、玩家、敌人和道具的生成。你可以根据自己的需求进一步完善游戏逻辑和其他功能。希望对你有所帮助!

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
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