Xhumanity Reaches To New Heights After Enabling Bsc Staking And Farming

With the fast adoption of social media platforms and blockchain technology to promote social products and services, opportunities abound in the crypto ecosystem are certainly unlimited.

In a bid to offer better opportunities to crypto enthusiasts, the team at xHumanity is pleased to announce that new staking and BSC farming are ready and further process can be followed at https://app.xhumanity.org/

Furthermore, BEP20 XDNA deposit is also enabled at BitMart. For BSC farming, you can stake XDNA for up to 266% APY. And for staking, you can stake XDNA up to 149% APY.

Reduced Size Image

BSC Airdrop

In order to celebrate the new additions, xHumanity is very happy to announce that we are going to do a Giveaway (Airdrop) Event starting from Monday, 3rd May, 2021 with a 5,000 USD reward pool.

xHumanity Vision

xHumanity is born with the hope for a better world. Based on blockchain technology, xHumanity is an application that supports community building and social cross-interaction in both online and offline environments and distribute equity rewards.

The mandate of xHumanity is to revolutionize the present-day social media landscape, by reinventing human values and algorithms to create a better and more transparent social community where each member would be able to vote in the direction of a project.

xHumanity looks to leverage the power of blockchain technology as it is a technology that looks set to have the potential of contributing to the evolution of the Next Generation Internet and a viable tool to achieving high levels of Distributed Trust seamlessly and unobtrusively.

About xHumanity

xHumanity is an innovative blockchain project and a social community where users are empowered to leverage on the gains of social media marketing. Whether you are a new user or you have been on the xHumanity protocol for some time now, the project helps to interact with like-minded individuals, freely air your views, and network with celebrities.

xHumanity directly connects to centralized social networking platforms like Twitter, YouTube, Instagram, Facebook, and LinkedIn. Investors looking for where to earn a decent ROI can farm, lend, and stake their capital to earn xDNA tokens.

More Information at:

Website: https://xhumanity.org/

ETH Explorer: https://etherscan.io/token/0x8e57c27761EBBd…b92CeB51a358AbB
BSC Explorer: https://bscscan.com/token/0x80dba9c32b7ab54…5522e24c0ba4c24

❕NEWS – Bitcoin price reaches record high $50k + | Proxies-free

With the price of Bitcoin increasing very rapidly recently, there were many that predicted that the price would surpass the $50000 USD mark, which was achieved by the currency last night. This was a major milestone for Bitcoin and shows that since last year, with the major dip to around $3k that this is a 16 times increase. A great investment certainly. The price reached $51,259. Do you think that this trend will continue or is there likely to be a major sell off at this level? What is your thoughts and opinions on this?

Binance Coin (BNB) Reaches All-Time High

Binance Coin (BNB) rose from $ 126.80 in 24 hours to an all-time high of $ 195.96. Binance Coin, which has a solid share of the increase in crypto money markets, makes investors smile. Investments by Binance Launchpad and Binance Pads have increased the value of Binance Coin by more than 400% since the beginning of the year.
What do you think of BNB, the money of the Binance exchange?

❕NEWS – Binance Coin (BNB) Reaches Number 3 | Proxies-free

BNB has strengthened its market value to an all-time high, while gaining 40% in the past 24 hours. Over the past seven days, BNB has had a huge 87% success. However, it has achieved a 530% gain since the beginning of this year. BNB has settled behind Ethereum, leaving Cardano, Polkadot and Tether behind.
What do you think about this development?

View attachment 163172

sharepoint online – For loop Caml Query | How to use Caml Query for loop to increment the date range by month and also year once the loop reaches January?

I am using Powershell scripting to get data from a sharepoint list which exceeds the threshold of 5000 items.

I want to create a for loop which increments by month and year.

The Code in the for loop would move the source SharePoint list data to target SharePoint list.

I cannot completely move all the data at a time due to the limitations of SharePoint online (threshold).

I also want to ensure that all the data of that particular month gets transferred to the target list. Basically, if a month has more than 5000 items, I want the for loop to run again and move the remaining data.

Again, how should I create the for loop for the same?

Current caml query code without the for loop:

$Query = New-Object Microsoft.SharePoint.Client.CamlQuery
$Query.ViewXml = "@
<View>
    <Query>
     <And>
      <Gt>
       <FieldRef Name='Date' />
        <Value IncludeTimeValue='TRUE' Type='DateTime'>2020-12-01T18:37:21Z</Value>
      </Gt>
      <Lt>
       <FieldRef Name='Date' />
        <Value IncludeTimeValue='TRUE' Type='DateTime'>2020-12-31T18:37:24Z</Value>
      </Lt>
     </And>
    </Query>
    <RowLimit Paged='True'>100</RowLimit>
</View>"

Ask me more questions if needed.

python – How to load a new map when player reaches a certain point using if tile_object.name == ‘door” (pygame)

I have been working on creating a 2d game, and I am now at the point where I want the character to be able to interact with his environment, I have created a few different obstacles such as a house, fence and a wall is it possible to load a new map when the player reached the tile named “door” I have it written out as if tile_object.name == ‘door’: but not sure what to load after that so that a new map loads when he reaches that obstacle named door any help would be greatly appreciated 🙂 I have attached my code below for main.py

import pygame as pg
import sys
from os import path
from settings import *
from sprites import *
from tilemap import *

class Game:
def init(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.running = True
self.font_name = pg.font.match_font(FONT_NAME)
self.bg_img = pg.image.load(‘background.jpg’)
self.load_data()

def load_data(self):
    game_folder = path.dirname(__file__)
    img_folder = path.join(game_folder, 'img')
    map_folder = path.join(game_folder, 'maps')
    self.map = TiledMap(path.join(map_folder, 'map2use.tmx'))
    self.map_img = self.map.make_map()
    self.map_rect = self.map_img.get_rect()
    self.spritesheet = Spritesheet(path.join(img_folder, SPRITESHEET))
    self.mob_img = pg.image.load(path.join(img_folder, MOB_IMG)).convert_alpha()
    self.snd_dir = path.join(game_folder, 'snd')

def load_data2(self):
    game_folder = path.dirname(__file__)
    img_folder = path.join(game_folder, 'img')
    map_folder = path.join(game_folder, 'maps')
    self.map = TiledMap_2(path.join(map_folder, 'map3use.tmx'))
    self.map_img = self.map.make_map2()
    self.map_rect = self.map_img.get_rect()
    self.spritesheet = Spritesheet(path.join(img_folder, SPRITESHEET))

def new(self):
    self.all_sprites = pg.sprite.Group()
    self.mobs = pg.sprite.Group()
    self.walls = pg.sprite.Group()
    pg.mixer.music.load(path.join(self.snd_dir, "midnight_drive.ogg"))
    for tile_object in self.map.tmxdata.objects:
        if tile_object.name == 'player':
            self.player = Player(self, tile_object.x, tile_object.y)
        if tile_object.name == "enemy":
            Mob(self, tile_object.x, tile_object.y)
        if tile_object.name == 'Wall':
            Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
        if tile_object.name == 'tree':
            Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
        if tile_object.name == 'house':
            Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
        if tile_object.name == 'fence':
            Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
        if tile_object.name == 'door':
            Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)

    self.camera = Camera(self.map.width, self.map.height)
    self.draw_debug = False
    self.run()

def run(self):
    self.playing = True
    pg.mixer.music.play(loops=-1)
    while self.playing:
        self.dt = self.clock.tick(FPS) / 1000
        self.events()
        self.update()
        self.draw()
    pg.mixer.music.fadeout(500)

def quit(self):
    pg.quit()
    sys.exit()

def update(self):
    self.all_sprites.update()
    self.camera.update(self.player)
    #mob spawn
    
def draw_grid(self):
    for x in range(0, WIDTH, TILESIZE):
        pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
    for y in range(0, HEIGHT, TILESIZE):
        pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))

def draw(self):
    pg.display.set_caption('{:.2f}'.format(self.clock.get_fps()))
    self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
    for sprite in self.all_sprites:
        self.screen.blit(sprite.image, self.camera.apply(sprite))
        if self.draw_debug:
            pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
    if self.draw_debug:
        for wall in self.walls:
            pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(wall.rect), 1)

    pg.display.flip()

def events(self):
    for event in pg.event.get():
        if event.type == pg.QUIT:
            self.quit()
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_ESCAPE:
                self.quit()
            if event.key == pg.K_h:
                self.draw_debug = not self.draw_debug

def show_start_screen(self):
    # game splash/start screen
    #self.screen.fill(BGCOLOR)
    pg.mixer.music.load(path.join(self.snd_dir, "Feat.ogg"))
    pg.mixer.music.play(loops=-1)
    self.screen.blit(self.bg_img, self.bg_img.get_rect())
    pg.display.flip()
    self.wait_for_key()
    pg.mixer.music.fadeout(500)

def show_go_screen(self):
    # game over/continue
    if not self.running:
        return
    #self.screen.fill(BGCOLOR)
    self.screen.blit(self.bg_img, self.bg_img.get_rect())
    pg.display.flip()
    self.wait_for_key()

def wait_for_key(self):
    waiting = True
    while waiting:
        self.clock.tick(FPS)
        for event in pg.event.get():
            if event.type == pg.QUIT:
                waiting = False
                self.running = False
            if event.type == pg.KEYUP:
                waiting = False

def draw_text(self, text, size, color, x, y):
    font = pg.font.Font(self.font_name, size)
    text_surface = font.render(text, True, color)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    self.screen.blit(text_surface, text_rect)

g = Game()
g.show_start_screen()
while True:
g.new()
g.run()
g.show_go_screen()

❕NEWS – ETHEREUM DEX reaches a volume of almost 500 million in 24 hours | Proxies-free

As many of us already know, DEXs (decentralized exchangers) currently have a growing boom, comparable to the launch of ICOs in early 2017. Every day they gain ground over their centralized counterparties (CEX)
The trading volume on the Ethereum DEX network was close to 500 million dollars and so far in 2020, 13.5 billion dollars have been traded. In 2019 only 3 billion were traded.
This shows that decentralized finance takes hold every day because it offers more attractive user experiences coupled with unique business strategies.
Among the 10 DEX with the highest volume of commercialization in 24 hours we have:

1.- Uniswap with US $ 336,268,887 and 53.1% DEX market share
2.- 1inch exchange with US $ 61,018,685 and 9.6% DEX market share.
3.- Compound Finance exchange with US $ 51,856,692 and 8.2% DEX market share.
4.- Balancer exchange with 45,078,934 US $ and 7.1% DEX market share.
5.- Curve Finance exchange with 38,261,542 US $ US $ and 6.0% DEX market share.
6.- Kyber Network exchange with US $ 25,603,087 and 4.0% DEX market share.
7.- 0x Protocol with 17,362,009 US $ and 2.7% DEX market share.
8.- AirSwap exchange with US $ 11,627,362 and 1.8% DEX market share.
9.- Uniswap (v1) exchange with US $ 9,907,434 and 1.6% DEX market share.
10.- Tokenlon exchange 7,142,916 US $ and 1.1% DEX market share.

If we add up all the amounts, it gives us a sales volume of US $ 633,559,451. Apparently the amount announced by the news has already been exceeded.
So, pending with the tokens that are traded in the DEX to catch those economic waves that take us to areas of excellent profits, which in the end is what we all expect when we invest our money.

Aussie Reaches Turning Point Against Yen After Trump Infection – Forex News & Analysis

The Australian dollar may give up its recent gains against the yen as President Donald Trump’s virus infection increases the uncertainty from the U.S. presidential election.

The currency pair dropped as much as 1.2% on Friday after Trump said that both he and the First Lady Melania Trump tested positive for the virus. That follows a 3.3% slump in September after posting its longest winning streak in more than a decade.

The risk-sensitive Australian dollar has benefited from nations heading toward an economic recovery after a coronavirus-led downturn but the market is turning cautious and starting to favor the haven value of the yen.

“We see a risk that AUD/JPY is headed lower,” says Jane Foley, head of FX strategy at Rabobank in London.

“Elevated political risk in the U.S., concerns that some restrictions related to Covid-19 will be with us for longer and China/U.S. tensions could all mean a move back into safe-haven currencies.”

PipsWin.com has reportedly stated that the Aussie rose for five straight months against the yen in its longest-winning streak since 2009, before bearishly breaching its 50 and 100-day moving averages last month.

Its moving average convergence-divergence, a momentum indicator, has fallen below zero and its signal line, in a sign that that the currency pair’s faces further downside.

The Aussie’s weakness can also be attributed to expectations that the Reserve Bank of Australia may further ease its policy this year.

While a Bloomberg poll shows that it may leave rates unchanged at Tuesday’s review, markets are pricing a cut in the RBA cash rate to at least 0.10% as soon as its November meeting.

The federal budget announcement, also scheduled on Tuesday, will be in focus as the government is expected to announce tax cuts and infrastructure spending to support an economy facing its first recession in almost 30 years.

Meanwhile, there are signs that money managers are favoring the yen in the lead-up to the U.S. election.

Asset managers boosted bullish positions in the Japanese currency to a record high in the week ended Sept. 22, according to data from the Commodity Futures Trading Commission.

Below are the key Asian economic data and events due this week:

Monday, October 5: Japan services PMI, Singapore retail sales, Thailand CPI
Tuesday, October 6: RBA rate decision, Australia budget announcement, trade balance, South Korea CPI, Philippines CPI
Wednesday, October 7: Australia weekly payrolls
Thursday, October 8: New Zealand business confidence, Japan BoP current account balance, China Caixin services PMI, South Korea BoP current account balance, Thailand consumer confidence
Friday, October 9: RBA Financial Stability Review and Australia home loans, Japan labor cash earnings and household spending, Philippine trade balance

Cheers!

.

unity – Animation never reaches the platform

Whenever my player jumps off the platform, he gets stuck in mid air or loops the animation. Please help me. I’ve attached the screenshots down below.

Thanks in advance!

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using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement; // include so we can load new scenes

public class CharacterController2D : MonoBehaviour {

// player controls
(Range(0.0f, 10.0f)) // create a slider in the editor and set limits on moveSpeed
public float moveSpeed = 3f;

public float jumpForce = 600f;

// player health
public int playerHealth = 1;

// LayerMask to determine what is considered ground for the player
public LayerMask whatIsGround;

// Transform just below feet for checking if player is grounded
public Transform groundCheck;

// player can move?
// we want this public so other scripts can access it but we don't want to show in editor as it might confuse designer
(HideInInspector)
public bool playerCanMove = true;

// SFXs
public AudioClip coinSFX;
public AudioClip deathSFX;
public AudioClip fallSFX;
public AudioClip jumpSFX;
public AudioClip victorySFX;

// private variables below

// store references to components on the gameObject
Transform _transform;
Rigidbody2D _rigidbody;
Animator _animator;
AudioSource _audio;

// hold player motion in this timestep
float _vx;
float _vy;

// player tracking
bool facingRight = true;
bool isGrounded = false;
bool isRunning = false;

// store the layer the player is on (setup in Awake)
int _playerLayer;

// number of layer that Platforms are on (setup in Awake)
int _platformLayer;

void Awake () {
    // get a reference to the components we are going to be changing and store a reference for efficiency purposes
    _transform = GetComponent<Transform> ();
    
    _rigidbody = GetComponent<Rigidbody2D> ();
    if (_rigidbody==null) // if Rigidbody is missing
        Debug.LogError("Rigidbody2D component missing from this gameobject");
    
    _animator = GetComponent<Animator>();
    if (_animator==null) // if Animator is missing
        Debug.LogError("Animator component missing from this gameobject");
    
    _audio = GetComponent<AudioSource> ();
    if (_audio==null) { // if AudioSource is missing
        Debug.LogWarning("AudioSource component missing from this gameobject. Adding one.");
        // let's just add the AudioSource component dynamically
        _audio = gameObject.AddComponent<AudioSource>();
    }

    // determine the player's specified layer
    _playerLayer = this.gameObject.layer;

    // determine the platform's specified layer
    _platformLayer = LayerMask.NameToLayer("Platform");
    Debug.DrawLine(_transform.position, groundCheck.position, Color.magenta);
}

// this is where most of the player controller magic happens each game event loop
void Update()
{
    // exit update if player cannot move or game is paused
    if (!playerCanMove || (Time.timeScale == 0f))
        return;

    // determine horizontal velocity change based on the horizontal input
    _vx = Input.GetAxisRaw ("Horizontal");

    // Determine if running based on the horizontal movement
    if (_vx != 0) 
    {
        isRunning = true;
    } else {
        isRunning = false;
    }

    // set the running animation state
    _animator.SetBool("Running", isRunning);

    // get the current vertical velocity from the rigidbody component
    _vy = _rigidbody.velocity.y;

    // Check to see if character is grounded by raycasting from the middle of the player
    // down to the groundCheck position and see if collected with gameobjects on the
    // whatIsGround layer
    isGrounded = Physics2D.Linecast(_transform.position, groundCheck.position, whatIsGround);  

    // Set the grounded animation states
    _animator.SetBool("Grounded", isGrounded);

    if(isGrounded && Input.GetButtonDown("Jump")) // If grounded AND jump button pressed, then allow the player to jump
    {
        // reset current vertical motion to 0 prior to jump
        _vy = 0f;
        // add a force in the up direction
        _rigidbody.AddForce (new Vector2 (0, jumpForce));
        // play the jump sound
        PlaySound(jumpSFX);
    }

    // If the player stops jumping mid jump and player is not yet falling
    // then set the vertical velocity to 0 (he will start to fall from gravity)
    if(Input.GetButtonUp("Jump") && _vy>0f)
    {
        _vy = 0f;
    }

    // Change the actual velocity on the rigidbody
    _rigidbody.velocity = new Vector2(_vx * moveSpeed, _vy);

    // if moving up then don't collide with platform layer
    // this allows the player to jump up through things on the platform layer
    // NOTE: requires the platforms to be on a layer named "Platform"
    Physics2D.IgnoreLayerCollision(_playerLayer, _platformLayer, (_vy > 0.0f)); 
}

// Checking to see if the sprite should be flipped
// this is done in LateUpdate since the Animator may override the localScale
// this code will flip the player even if the animator is controlling scale
void LateUpdate()
{
    // get the current scale
    Vector3 localScale = _transform.localScale;

    if (_vx > 0) // moving right so face right
    {
        facingRight = true;
    } else if (_vx < 0) { // moving left so face left
        facingRight = false;
    }

    // check to see if scale x is right for the player
    // if not, multiple by -1 which is an easy way to flip a sprite
    if (((facingRight) && (localScale.x<0)) || ((!facingRight) && (localScale.x>0))) {
        localScale.x *= -1;
    }

    // update the scale
    _transform.localScale = localScale;
}

// if the player collides with a MovingPlatform, then make it a child of that platform
// so it will go for a ride on the MovingPlatform
void OnCollisionEnter2D(Collision2D other)
{
    if (other.gameObject.tag=="MovingPlatform")
    {
        this.transform.parent = other.transform;
    }
}

// if the player exits a collision with a moving platform, then unchild it
void OnCollisionExit2D(Collision2D other)
{
    if (other.gameObject.tag=="MovingPlatform")
    {
        this.transform.parent = null;
    }
}

// do what needs to be done to freeze the player
void FreezeMotion() {
    playerCanMove = false;
    _rigidbody.velocity = new Vector2(0,0);
    _rigidbody.isKinematic = true;
}

// do what needs to be done to unfreeze the player
void UnFreezeMotion() {
    playerCanMove = true;
    _rigidbody.isKinematic = false;
}

// play sound through the audiosource on the gameobject
void PlaySound(AudioClip clip)
{
    _audio.PlayOneShot(clip);
}

// public function to apply damage to the player
public void ApplyDamage (int damage) {
    if (playerCanMove) {
        playerHealth -= damage;

        if (playerHealth <= 0) { // player is now dead, so start dying
            PlaySound(deathSFX);
            StartCoroutine (KillPlayer ());
        }
    }
}

// public function to kill the player when they have a fall death
public void FallDeath () {
    if (playerCanMove) {
        playerHealth = 0;
        PlaySound(fallSFX);
        StartCoroutine (KillPlayer ());
    }
}

// coroutine to kill the player
IEnumerator KillPlayer()
{
    if (playerCanMove)
    {
        // freeze the player
        FreezeMotion();

        // play the death animation
        _animator.SetTrigger("Death");
        
        // After waiting tell the GameManager to reset the game
        yield return new WaitForSeconds(2.0f);

        if (GameManager.gm) // if the gameManager is available, tell it to reset the game
            GameManager.gm.ResetGame();
        else // otherwise, just reload the current level
            SceneManager.LoadScene(SceneManager.GetActiveScene().name);
    }
}

public void CollectCoin(int amount) {
    PlaySound(coinSFX);

    if (GameManager.gm) // add the points through the game manager, if it is available
        GameManager.gm.AddPoints(amount);
}

// public function on victory over the level
public void Victory() {
    PlaySound(victorySFX);
    FreezeMotion ();
    _animator.SetTrigger("Victory");

    if (GameManager.gm) // do the game manager level compete stuff, if it is available
        GameManager.gm.LevelCompete();
}

// public function to respawn the player at the appropriate location
public void Respawn(Vector3 spawnloc) {
    UnFreezeMotion();
    playerHealth = 1;
    _transform.parent = null;
    _transform.position = spawnloc;
    _animator.SetTrigger("Respawn");
}

}
hi