// 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); }; });

Dark Horse Comics and Activision have just announced a partnership to bring a prequel comic book for Call of Duty Black Ops 3 this November along side the game.  The comic book is being written by Larry Hama (G.I. Joe) and drawn by Marcelo Ferreira (Transformers, TMNT).

A special mini-comic preview edition will be made available for fans that stop by the Dark Horse Comics or Activision booth next week at Comic-Con.

“A prequel to the highly-anticipated game, the Call of Duty®: Black Ops III comic book series follows an elite group of soldiers as they wage a secret war across a futuristic war-torn world transformed by technology,” Dark Horse detailed in a press release. “In the bullet-ridden first issue, the team infiltrates Tashkent, Uzbekistan to take down a double agent . . . but as they close in, they uncover something much more sinister at hand.”
“A lot of the appeal of Call of Duty is in how it puts you directly in the action. That’s pretty difficult to replicate in a graphic story format, so the aim in a comic adaptation is to provide more of what you don’t get a lot of in the game,” Hama said. “We’re talking character development and back-story, and a more involved personal interaction between the characters. Also, it’s possible to really flesh out the story line, create running sub-plots, and explain technical details that aren’t that easy to convey in the game environment.”

SOURCE: IGN

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