[刷题]Jump Game

[LintCode]Jump Game

public class Solution {
    /**
     * @param A: A list of integers
     * @return: The boolean answer
     */
    public boolean canJump(int[] A) {
        // 2015-05-15
        if (A == null || A.length == 0) {
            return false;
        }
        
        int n = A.length;
        boolean[] can = new boolean[n];
        
        can[0] = true;
        for (int i = 1; i < n; i++) {
            can[i] = false;
            for (int j = 0; j < i; j++) {
                if (can[j] == true && j + A[j] >= i) {
                    can[i] = true;
                    break;
                }
            }
        }
        
        return can[n - 1];
    }
}
public class Solution {
    /**
     * @param A: A list of integers
     * @return: The boolean answer
     */
    public boolean canJump(int[] A) {
        // wirte your code here
        if (A == null || A.length == 0) {
            return false;
        }
        
        // 默认初始化为false
        boolean[] can = new boolean[A.length];
        can[0] = true;
        for (int i = 0; i < A.length; i++) {
            if (!can[i]) {
                continue;
            }
            for (int j = i + 1; j <= i + A[i]; j++) {
                if (j < A.length)
                can[j] = true;
            }
        }
        return can[A.length - 1];
    }
}

 
 

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以下是C#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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