Player Codepen: Youtube Html5 Video

);

: Copy the code blocks above into CodePen and start tweaking. You’ll be surprised how professional a few lines of HTML/CSS/JS can look. 💡 Pro tip : Replace the sample video with your own .mp4 hosted on GitHub Pages or any public CDN. Liked this tutorial? Tap the ❤️ on the CodePen and share your custom version in the comments.

const video = document.getElementById('myVideo'); const playPauseBtn = document.getElementById('playPauseBtn'); const progressContainer = document.querySelector('.progress-container'); const progressBar = document.getElementById('progressBar'); const timeDisplay = document.getElementById('timeDisplay'); const volumeSlider = document.getElementById('volumeSlider'); const muteBtn = document.getElementById('muteBtn'); const speedSelect = document.getElementById('speedSelect'); const fullscreenBtn = document.getElementById('fullscreenBtn'); // Play/Pause function togglePlay() if (video.paused) video.play(); playPauseBtn.textContent = '⏸'; else video.pause(); playPauseBtn.textContent = '▶';

);

const formatTime = (seconds) => const mins = Math.floor(seconds / 60); const secs = Math.floor(seconds % 60); return $mins:$secs < 10 ? '0' : ''$secs ; ; timeDisplay.textContent = $formatTime(video.currentTime) / $formatTime(video.duration) ; );

// Playback speed speedSelect.addEventListener('change', () => video.playbackRate = parseFloat(speedSelect.value); );

.progress-container flex: 1; background: #444; height: 6px; border-radius: 5px; cursor: pointer; position: relative; youtube html5 video player codepen

body background: #0a0a0a; display: flex; justify-content: center; align-items: center; min-height: 100vh; font-family: system-ui, 'Segoe UI', sans-serif;

// Fullscreen fullscreenBtn.addEventListener('click', () => if (!document.fullscreenElement) document.querySelector('.player-container').requestFullscreen(); else document.exitFullscreen();

#timeDisplay font-size: 0.85rem; font-family: monospace; ); : Copy the code blocks above into

button:hover background: #555;

// Seek on progress bar click progressContainer.addEventListener('click', (e) => const rect = progressContainer.getBoundingClientRect(); const clickX = e.clientX - rect.left; const width = rect.width; const seekTime = (clickX / width) * video.duration; video.currentTime = seekTime; );

playPauseBtn.addEventListener('click', togglePlay); video.addEventListener('click', togglePlay); Liked this tutorial

.progress-bar width: 0%; height: 100%; background: #f00; border-radius: 5px;

7 thoughts on “GD Column 14: The Chick Parabola

  1. “The problem is that the game’s designers have made promises on which the AI programmers cannot deliver; the former have envisioned game systems that are simply beyond the capabilities of modern game AI.”

    This is all about Civ 5 and its naval combat AI, right? I think they just didn’t assign enough programmers to the AI, not that this was a necessary consequence of any design choice. I mean, Civ 4 was more complicated and yet had more challenging AI.

  2. Where does the quote from Tom Chick end and your writing begin? I can’t tell in my browser.

    I heard so many people warn me about this parabola in Civ 5 that I actually never made it over the parabola myself. I had amazing amounts of fun every game, losing, struggling, etc, and then I read the forums and just stopped playing right then. I didn’t decide that I wasn’t going to like or play the game any more, but I just wasn’t excited any more. Even though every game I played was super fun.

  3. “At first I don’t like it, so I’m at the bottom of the curve.”

    For me it doesn’t look like a parabola. More like a period. At first I don’t like it, so I don’t waste my time on it and go and play something else. Period. =)

  4. The example of land units temporarily morphing into naval units to save the hassle of building transports is undoubtedly a great ideas; however, there’s still plenty of room for problems. A great example would be Civ5. In the newest installment, once you research the correct technology, you can move land units into water tiles and viola! You got a land unit in a boat. Where they really messed up though was their feature of only allowing one unit per tile and the mechanic of a land unit losing all movement for the rest of its turn once it goes aquatic. So, imagine you are planning a large, amphibious invasion consisting of ten units (in Civ5, that’s a very large force). The logistics of such a large force work in two extreme ways (with shades of gray). You can place all ten units on a very large coast line, and all can enter ten different ocean tiles on the same turn — basically moving the line of land units into a line of naval units. Or, you can enter a single unit onto a single ocean tile for ten turns. Doing all ten at once makes your land units extremely vulnerable to enemy naval units. Doing them one at a time creates a self-imposed choke point.

    Most players would probably do something like move three units at a time, but this is besides the point. My point is that Civ5 implemented a mechanic for the sake of convenience but a different mechanic made it almost as non-fun as building a fleet of transports.

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