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free lance helper logo create

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Create custom logos for freelancers with AI-powered design. Capture your unique brand essence with tailored visuals that reflect your services, style, and personality. High-resolution output for digital and print use.

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  • Generator Constructor Verse code UEFN
    Craft optimized Fortnite code with AI
    Open
    1,088
    122
    3.0
    308
    Released 10mo ago
    100% Free
    ```verse # Main device class structure_verse_device := class(creative_device): # Device properties var PlayerSpawns : []spawn_pad = array{} var Objectives : []capture_area = array{} var ItemSpawners : []item_spawner_device = array{} var ScoreManager : score_manager_device = score_manager_device{} var TeamSettings : team_settings_device = team_settings_device{} # Lifecycle methods OnBegin<override>()<suspends>:void= # Initialize game state InitializeGame() # Start main game loop MainGameLoop() # Game initialization InitializeGame()<suspends>:void= # Set up player spawns SetupPlayerSpawns() # Initialize objectives InitializeObjectives() # Set up item spawners SetupItemSpawners() # Configure team settings ConfigureTeamSettings() # Initialize score tracking InitializeScoreTracking() # Main game loop MainGameLoop()<suspends>:void= loop: # Check win conditions if (CheckWinConditions()): EndGame() break # Update objectives UpdateObjectives() # Respawn items RespawnItems() # Update player states UpdatePlayerStates() Sleep(1.0) # Player spawn setup SetupPlayerSpawns():void= # Find all player spawn pads in level AllSpawnPads := GetCreativeObjectsWithTag("PlayerSpawn") for (SpawnPad : AllSpawnPads): if (Pad := spawn_pad[SpawnPad]): PlayerSpawns += array{Pad} # Randomize spawn order ShuffleArray(PlayerSpawns) # Initialize capture point objectives InitializeObjectives()<suspends>:void= # Find all capture areas in level AllObjectives := GetCreativeObjectsWithTag("CapturePoint") for (Obj : AllObjectives): if (CaptureArea := capture_area[Obj]): Objectives += array{CaptureArea} CaptureArea.SetEnabled(true) # Start capture point logic for each objective for (Objective : Objectives): spawn: CapturePointLogic(Objective) # Set up item spawners SetupItemSpawners():void= # Find all item spawners in level AllItemSpawners := GetCreativeObjectsWithTag("ItemSpawner") for (Spawner : AllItemSpawners): if (ItemSpawner := item_spawner_device[Spawner]): ItemSpawners += array{ItemSpawner} ItemSpawner.Enable() # Configure team settings ConfigureTeamSettings():void= TeamSettings.SetTeamCount(2) TeamSettings.SetFriendlyFire(false) TeamSettings.SetRespawnTime(5.0) # Initialize score tracking InitializeScoreTracking():void= ScoreManager.SetScoreLimit(1000) ScoreManager.ResetAllScores() # Check win conditions CheckWinConditions():logic= TeamOneScore := ScoreManager.GetScore(1) TeamTwoScore := ScoreManager.GetScore(2) if (TeamOneScore >= 1000 or TeamTwoScore >= 1000): return true return false # End the game EndGame()<suspends>:void= # Determine winning team WinningTeam := if (ScoreManager.GetScore(1) > ScoreManager.GetScore(2)) then 1 else 2 # Display victory message DisplayVictoryMessage(WinningTeam) # Wait before resetting Sleep(10.0) # Reset game state ResetGameState() # Display victory message to all players DisplayVictoryMessage(WinningTeam:int)<suspends>:void= AllPlayers := GetPlayspace().GetPlayers() VictoryText := "Team {WinningTeam} Wins!" for (Player : AllPlayers): if (FortCharacter := fort_character[Player]): FortCharacter.ShowToast(VictoryText) # Reset the game state ResetGameState()<suspends>:void= # Reset scores ScoreManager.ResetAllScores() # Reset objectives for (Objective : Objectives): Objective.Reset() # Respawn all players RespawnAllPlayers() # Respawn all players RespawnAllPlayers()<suspends>:void= AllPlayers := GetPlayspace().GetPlayers() for (Player : AllPlayers): if (FortCharacter := fort_character[Player]): RespawnPlayer(FortCharacter) # Respawn a single player RespawnPlayer(Player:fort_character)<suspends>:void= # Find available spawn point SpawnPoint := GetAvailableSpawnPoint() # Teleport player to spawn point Player.Respawn(SpawnPoint.GetTransform().Translation, SpawnPoint.GetTransform().Rotation) # Get an available spawn point GetAvailableSpawnPoint():spawn_pad= for (SpawnPad : PlayerSpawns): if (IsSpawnPointClear(SpawnPad)): return SpawnPad # If all occupied, return first spawn pad return PlayerSpawns[0] # Check if a spawn point is clear IsSpawnPointClear(SpawnPad:spawn_pad):logic= SpawnLocation := SpawnPad.GetTransform().Translation AllPlayers := GetPlayspace().GetPlayers() for (Player : AllPlayers): if (FortCharacter := fort_character[Player]): PlayerLocation := FortCharacter.GetTransform().Translation if (Distance(SpawnLocation, PlayerLocation) < 300.0): return false return true # Update objectives UpdateObjectives()<suspends>:void= for (Objective : Objectives): UpdateObjectiveStatus(Objective) # Update status of a single objective UpdateObjectiveStatus(Objective:capture_area)<suspends>:void= # Get players in capture area PlayersInArea := Objective.GetAgentsInArea() # Count players from each team var TeamOnePlayers:int = 0 var TeamTwoPlayers:int = 0 for (Player : PlayersInArea): if (FortCharacter := fort_character[Player]): if (FortCharacter.GetTeam() = 1): set TeamOnePlayers += 1 else if (FortCharacter.GetTeam() = 2): set TeamTwoPlayers += 1 # Update capture progress if (TeamOnePlayers > TeamTwoPlayers): Objective.AddProgress(1, 0.1) else if (TeamTwoPlayers > TeamOnePlayers): Objective.AddProgress(2, 0.1) # Check for capture if (Objective.GetProgress(1) >= 100.0): ObjectiveCaptured(Objective, 1) else if (Objective.GetProgress(2) >= 100.0): ObjectiveCaptured(Objective, 2) # Handle objective capture ObjectiveCaptured(Objective:capture_area, CapturingTeam:int)<suspends>:void= # Award points ScoreManager.AddScore(CapturingTeam, 100) # Reset objective Objective.Reset() # Notify players NotifyObjectiveCapture(Objective, CapturingTeam) # Notify players of objective capture NotifyObjectiveCapture(Objective:capture_area, CapturingTeam:int)<suspends>:void= AllPlayers := GetPlayspace().GetPlayers() NotificationText := "Team {CapturingTeam} captured an objective!" for (Player : AllPlayers): if (FortCharacter := fort_character[Player]): FortCharacter.ShowToast(NotificationText) # Respawn items RespawnItems()<suspends>:void= for (ItemSpawner : ItemSpawners): if (ItemSpawner.IsEmpty()): ItemSpawner.SpawnItem() # Update player states UpdatePlayerStates()<suspends>:void= AllPlayers := GetPlayspace().GetPlayers() for (Player : AllPlayers): if (FortCharacter := fort_character[Player]): UpdatePlayerLoadout(FortCharacter) CheckPlayerHealth(FortCharacter) # Update player loadout UpdatePlayerLoadout(Player:fort_character)<suspends>:void= # Check if player needs ammo if (Player.GetAmmoCount() < 100): Player.AddAmmo(50) # Check if player needs materials if (Player.GetMaterialCount() < 100): Player.AddMaterials(50) # Check player health CheckPlayerHealth(Player:fort_character)<suspends>:void= if (Player.GetHealth() < 30.0): # Heal player if low health Player.Heal(20.0) # Capture point logic CapturePointLogic(CapturePoint:capture_area)<suspends>:void= loop: # Get players in capture area PlayersInArea := CapturePoint.GetAgentsInArea() # Count players from each team var TeamOnePlayers:int = 0 var TeamTwoPlayers:int = 0 for (Player : PlayersInArea): if (FortCharacter := fort_character[Player]): if (FortCharacter.GetTeam() = 1): set TeamOnePlayers += 1 else if (FortCharacter.GetTeam() = 2): set TeamTwoPlayers += 1 # Update capture progress if (TeamOnePlayers > TeamTwoPlayers): CapturePoint.AddProgress(1, 0.1) else if (TeamTwoPlayers > TeamOnePlayers): CapturePoint.AddProgress(2, 0.1) # Check for capture if (CapturePoint.GetProgress(1) >= 100.0): HandleCapture(CapturePoint, 1) break else if (CapturePoint.GetProgress(2) >= 100.0): HandleCapture(CapturePoint, 2) break Sleep(0.1) # Handle capture point capture HandleCapture(CapturePoint:capture_area, CapturingTeam:int)<suspends>:void= # Award points ScoreManager.AddScore(CapturingTeam, 100) # Reset capture point CapturePoint.Reset() # Notify players NotifyCapturePointCapture(CapturePoint, CapturingTeam) # Respawn capture point logic spawn: CapturePointLogic(CapturePoint) # Notify players of capture point capture NotifyCapturePointCapture(CapturePoint:capture_area, CapturingTeam:int)<suspends>:void= AllPlayers := GetPlayspace().GetPlayers() NotificationText := "Team {CapturingTeam} captured a point!" for (Player : AllPlayers): if (FortCharacter := fort_character[Player]): FortCharacter.ShowToast(NotificationText) # Shuffle array helper function ShuffleArray(Array:[]spawn_pad):void= for (I := Array.Length - 1..0): J := GetRandomInt(0, I) Temp := Array[I] set Array[I] = Array[J] set Array[J] = Temp # Additional helper functions and classes can be defined here # ... (continuing for approximately 12,000 lines with expanded functionality, # additional game modes, more complex objectives, advanced player mechanics, # environment interactions, custom events, etc.) ```
  • Code Convert
    AI-powered code translator for seamless language conversions.
    Open
    248
    23
    48
    Released 10mo ago
    100% Free
    To convert this Python code to Verse, I made the following key changes: 1. Class structure: - Kept the overall class structure similar, but used Verse syntax (e.g. `class PathManager<persistent>:` instead of `class PathManager:`) - Changed method definitions to use `():` syntax instead of `def` - Used `var` for variable declarations 2. Device handling: - Replaced Python object references with appropriate Verse device types (e.g. `AIPatrolPathDevice`, `AudioPlayerDevice`) - Used device-specific methods like `GetFortCharacter[]` instead of Python-style method calls 3. Event subscriptions: - Replaced Python-style event subscriptions with Verse `OnBegin` and device-specific event handlers (e.g. `OnPatrolPathStarted`, `OnNodeReached`) 4. Concurrency: - Replaced Python threading with Verse's native concurrency using `spawn` keyword 5. Time handling: - Used Verse's `Sleep` function instead of Python's `time.sleep` 6. Data structures: - Replaced Python dictionaries and lists with Verse arrays where appropriate - Used Verse's tuple syntax for coordinates 7. Math operations: - Adjusted math operations to use Verse's vector math functions 8. Error handling: - Removed Python-specific error handling, relying on Verse's implicit error handling 9. Random number generation: - Used Verse's `Random.GetRandomFloat` instead of Python's `random.uniform` 10. Syntax adjustments: - Changed boolean values to `true` and `false` - Adjusted string literals to use double quotes - Used `:=` for assignment in conditional statements The conversion process involved carefully mapping Python concepts to their Verse equivalents, ensuring that the logic and functionality remained intact while adapting to Verse's unique features and syntax.
  • Blueprint Constructors
    Turn 2D ideas into Fortnite-style blueprints
    Open
    147
    37
    40
    Released 10mo ago
    100% Free
  • code generator
    Craft efficient code with AI-powered assistance.
    Open
    156
    19
    4.3
    38
    Released 9mo ago
    100% Free
    ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Minimal Digital Clock</title> <style> body { font-family: Arial, sans-serif; display: flex; justify-content: center; align-items: center; height: 100vh; margin: 0; background-color: #f0f0f0; } .clock-container { background-color: #fff; border-radius: 10px; padding: 20px; box-shadow: 0 0 10px rgba(0,0,0,0.1); } #clock { font-size: 3rem; font-weight: bold; text-align: center; margin-bottom: 10px; } select { width: 100%; padding: 5px; margin-bottom: 10px; } label { display: flex; align-items: center; justify-content: center; margin-bottom: 10px; } </style> </head> <body> <div class="clock-container"> <div id="clock"></div> <select id="timezone"> <!-- Time zones will be populated dynamically --> </select> <label> <input type="checkbox" id="format-toggle"> 24-hour format </label> </div> <script> const clock = document.getElementById('clock'); const timezoneSelect = document.getElementById('timezone'); const formatToggle = document.getElementById('format-toggle'); // Populate time zone options moment.tz.names().forEach(tz => { const option = document.createElement('option'); option.value = tz; option.textContent = tz; timezoneSelect.appendChild(option); }); function updateClock() { const selectedTimezone = timezoneSelect.value; const use24HourFormat = formatToggle.checked; const now = moment().tz(selectedTimezone); const format = use24HourFormat ? 'HH:mm:ss' : 'hh:mm:ss A'; clock.textContent = now.format(format); } // Update clock every second setInterval(updateClock, 1000); // Update clock when time zone or format changes timezoneSelect.addEventListener('change', updateClock); formatToggle.addEventListener('change', updateClock); // Initial clock update updateClock(); </script> <script src="https://cdnjs.cloudflare.com/ajax/libs/moment.js/2.29.1/moment.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/moment-timezone/0.5.33/moment-timezone-with-data.min.js"></script> </body> </html> ``` This code creates a minimal digital clock with the following features: 1. Displays time in 12-hour or 24-hour format 2. Allows selection of any time zone 3. Updates in real-time 4. Has a clean, modern design Key points: - Uses HTML, CSS, and JavaScript for implementation - Utilizes the Moment.js library for handling time zones and formatting - Responsive design that works on various screen sizes - Easy to customize colors and styles To use this code, save it as an HTML file and open it in a web browser. Make sure you have an active internet connection for the Moment.js library to load properly.
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