Jump Game

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.

Determine if you are able to reach the last index.

Example 1:

Input: nums = [2,3,1,1,4]
Output: true
Explanation: Jump 1 step from index 0 to 1, then 3 steps to the last index.

Example 2:

Input: nums = [3,2,1,0,4]
Output: false
Explanation: You will always arrive at index 3 no matter what. 
Its maximum jump length is 0, which makes it impossible to reach the last index.

思路:这题greedy O(N) 和DP O(N^2)都可以做。 

Greedy:用maxreach来记录每次可以跳到的最大值,如果某个i > maxreach, 表明这个i我们reach不到,return false,否则 一直更新maxreach

class Solution {
    public boolean canJump(int[] nums) {
        int maxReach = nums[0];
        for(int i = 1; i < nums.length; i++) {
            if(maxReach < i) {
                return false;
            }
            maxReach = Math.max(maxReach, i + nums[i]);
        }
        return maxReach >= nums.length - 1;
    }
}

DP, boolean[] dp, 代表这个位子是否能够到达;

class Solution {
    public boolean canJump(int[] nums) {
        if(nums == null || nums.length == 0) {
            return false;
        }
        int n = nums.length;
        boolean[] canReach = new boolean[n];
        canReach[0] = true;
        for(int i = 1; i < n; i++) {
            for(int j = 0; j < i; j++) {
                if(canReach[j] && nums[j] + j >= i){
                    canReach[i] = true;
                    break;
                }
            }
        }
        return canReach[n - 1];
    }
}

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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