Jump Game II

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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.

For example:
Given array A = [2,3,1,1,4]

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.)


Analysis: 

public class Solution {
    public int jump(int[] A) {
        if(A.length==0 || A.length==1) return 0;
        
        // maxJumpIndexCurrent: max positions can be reached for the current step
        // maxJumpIndexNext: max positions can be reached for the next step
        // steps: the return value
        int maxJumpIndexCurrent=A[0], maxJumpIndexNext=0, steps=1;
        for(int i=1; i<A.length; i++) {
            // maxJumpIndexNext = { previous_next_max, current_next_max }
            maxJumpIndexNext = Math.max(maxJumpIndexNext, A[i]+i);
            
            // this element is the max position that can be reached based on the current step
            if(maxJumpIndexCurrent==i && i!=A.length-1) {
                maxJumpIndexCurrent = maxJumpIndexNext;
                steps++;
            }
        }
        return steps;
    }
}


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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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