Jump Game II

代码来自:http://discuss.leetcode.com/questions/223/jump-game-ii

本题目的解法和Leetcode OJ test case都有问题,没有考虑不可达的情况。

/*
 * We use "last" to keep track of the maximum distance that has been reached
 * by using the minimum steps "ret", whereas "curr" is the maximum distance
 * that can be reached by using "ret+1" steps. Thus,
 * curr = max(i+A[i]) where 0 <= i <= last.
 */
class Solution {
public:
    int jump(int A[], int n) {
        int ret = 0;
        int last = 0;
        int curr = 0;
        for (int i = 0; i < n; ++i) {
            if (i > last) {
                last = curr;
                ++ret;
            }
            curr = max(curr, i+A[i]);
        }

        return ret;
    }
};


Method 2. DP  

http://www.geeksforgeeks.org/minimum-number-of-jumps-to-reach-end-of-a-given-array/

jumps[i]表示从0到i的最小步数。

class Solution {
public:
    int jump(int arr[], int n) {
        int *jumps = new int[n];  // jumps[n-1] will hold the result
        int i, j;
     
        if (n == 0 || (n == 1 && arr[0] == 0))
            return 0;
     
        jumps[0] = 0;
     
        // Find the minimum number of jumps to reach arr[i]
        // from arr[0], and assign this value to jumps[i]
        for (i = 1; i < n; i++)
        {
            jumps[i] = INT_MAX;
            for (j = 0; j < i; j++)
            {
                if (i <= j + arr[j] && jumps[j] != INT_MAX)
                {
                     jumps[i] = min(jumps[i], jumps[j] + 1);
                     break;
                }
            }
        }
        return jumps[n-1];
    }
};


method 3, DP

class Solution {
public:
    int jump(int A[], int n) {
        vector<int> f(n, n+1);
        f[0] = 0;
        int reach = 0;
        for(int i=0; i<=reach && i<n; i++)
        {
            reach = max(reach, i+A[i]);
            for(int j=min(reach, n-1); j>i; j--)
            {
                if(f[j] != n+1) break;
                f[j] = min(f[j], f[i]+1);
            }
        }
        return f[n-1];
    }
};



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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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