// initialize jwplayer var playerInstance = jwplayer('player'); // player dom elements var playerContainerEl = document.querySelector('.player-container'); // returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); } // returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); } // configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' }); // when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED }); // get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl); // set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px'; // below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop; if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); } // namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false; // window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); }; });

One Call of Duty fan has come up with a great concept for Blackout that would reward more aggressive players.

Since PlayerUnknown’s Battlegrounds shook the gaming industry last year with its engaging take on the battle royale concept, detractors of the genre would argue the mode was too slow and boring. On November 23, one Reddit user came up with a solution that would entice players to come out of hiding through a token reward system.

So rather than wait out the collapsing circle in a bathroom with your sights pointed at a door, you would be encouraged to go out and try your hardest to score a kill. User jonathorston suggests that killing enemies should grant a token that can be used to purchase loot from one-time use vending machines.

Rewards can range from higher quality items like level three armor, that would require several tokens, to more common items like Dead Silence that would only require one token.

The full concept can be viewed in the Reddit post below:

An Idea for Blackout from r/Blackops4

The Blackout map already has several interactable elements scattered throughout, so this wouldn’t be too big of a technical hurdle for Treyarch. For example, players can hold square on the jukebox in the Diner to play Zombies tunes, as well as open the blast doors in Fracking Tower to quickly go underground.

Yet the issues may arise when considering gameplay balance. Would all kills net you a token? Do you need to pick up the token from the body, or is it automatically added to your inventory? Does downing an enemy grant a token as well, or only kills? These are the questions Treyarch would have to consider if they choose to implement such a system.

This concept is also very reminiscent of the vending machines in Fortnite which gives players the ability to spend gathered resources on one of three randomly chosen items.

Treyarch’s studio design director, David Vonderharr, has said in the past that the Blackout map will evolve and update over time, and has so far stayed true to his word. Updates since launch include the Blightfather event in early November, the addition of zombies on Nuketown Island, as well as new weapons such as the Bowie Knife.

Remember, this is still just an idea thought up by a fan, but if you would like to see Treyarch add a kill-based token system, make sure to show your support in the comments down below.

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