// 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); }; });

Another day of the Call of Duty: Modern Warfare 2v2 Open PS4 Alpha is coming to an end, and Infinity Ward has shared a new update on Reddit on what they added during Day 3 and what they are continuing to track in terms of feedback points for the game.

The studio has confirmed that they are looking into head glitches in the game, and more feedback points as they continue to track the community’s response.

Today also saw the addition of Stack, another Gunfight map to the rotation, alongside the Gunfight OSP mode.

From Infinity Ward:

It’s day three of the 2v2 Gunfight Open Alpha on PS4 and we’re back with another recap! Before we jump into the updates, we want to remind you that this Alpha is FREE to anyone who owns a PlayStation and you don’t need PlayStation Plus or a preorder to download and play.

Okay, let’s get to business!

Fixes and Content That Are Currently Live:

  • Stack: A new 2v2 map is now in rotation! Tomorrow is the last day of the Alpha, so be sure to hop online and check out all 5 maps!
  • Gunfight OSP: Instead of spawning in with a loadout, Gunfight: OSP is a variant where you’ll need to pick up weapons, lethals, and tacticals in the map

Issues We’re Looking Into:

We know this isn’t all of the feedback you’ve shared over the past three days, but here are some updates on a few issues we’ve frequently been seeing:

  • Head glitches
  • Explosives that cause damage through multiple surfaces
  • Inconsistencies with penetrable surfaces (metal containers, wood surfaces, etc.)
  • Freezing that results in a black screen when loading into a match
  • Picking up equipment in Gunfight: OSP won’t auto-pickup if you press square within a certain distance

While playing, if you experience an error and see an error code on screen, please take a quick picture and send it to us on here or via Twitter. It’s super helpful in determining what’s causing the problem. To see what other issues we’re looking into, check out our Day Two recap HERE.

Lastly, thank you again for taking part in our Alpha. The suggestions, feedback, and bugs you’ve shared with us just goes to show how genuine and passionate you are about this game…and this is just a small dose of what you’ll see compared to the upcoming Beta in September and launch in October, so thank you! Be sure to check back for more information and follow us on Twitter, @InfinityWard, where we’ll be sharing your best clips, answering questions, and more.

SOURCE: Reddit

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