// 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); }; });

GameInformer has just started their exclusive coverage of Call of Duty: Modern Warfare, as the game is their cover story for this month. GameInformer has released their Cover Story of when they visited Infinity Ward, which has just some new details on the MP experience in Call of Duty: Modern Warfare.

The cover story reveals that GameInformer had a chance to actually play Call of Duty: Modern Warfare’s Ground War mode at the Infinity Ward Studio. GameInformer says that the mode version they played was 64 players, but Activision has since said in a press release that the mode supports more than 100 players.

GameInformer describes this mode similar to that of large-scale Battlefield style maps. The mode for this large map is Domination, 5-Flag capture style similar to that of the 20v20 mode.

GameInformer says that the map has “lots of open space, high sight-lines from key landmarks, and areas with sparse cover.”

The mode features many landmarks across the map and smaller corridors for combat. The map features vehicles, choppers, and more and is set in a downtown of a city with skyscrapers and even banks in the area. GameInformer says in the match they played “choppers fly by, smashing into buildings as whorls of infantry scatter and merge from cover on the streets below.”

Choppers whiz by above while players spawn into secured locations and even APCs on the move, planning their next cap point. Cover is everywhere in the side alleys and between buildings, but watch yourself carefully if you’re planning to trek the spacious roads, as they provide little protection and can turn into everything from small scale-skirmishes on the fly around upturned cars to sniper massacres. You’re incredibly exposed in these areas, so judicious use of smoke, fast movement from cover to cover, and working as incursion teams are all critical to success if you plan to spend any time on these expanses of concrete.

From mini-assaults into areas between towering buildings to huge team assaults on the bank, there’s a ton going on in Ground War and death comes swift as ever – there are no fixed classes like support or assault, instead, you can bring in any loadout that you can conjure up from any of the other standard multiplayer modes and change it as needed during the course of a war.

Ground War mode will deliver an epic scale of combat for the very first time in Call of Duty: Modern Warfare.

GameInformer’s Cover Story is available as part of their magazine here.

SOURCE: GameInformer

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