// 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); };});

Infinity Ward has revealed five out of the total multiplayer maps from Call of Duty: Infinite Warfare.

  • Frontier – is a small section of an immense space station that is in orbit around the planet Neptune. The action is funneled down a long, central corridor, with side-paths offering an element of strategy and a claustrophobic lower lane for players craving chaos.
  • Throwback – This look back at a 1950s “main street USA” locale sits on a giant, rotating, torus-shaped space station. A large circular lane rings the perimeter, while a large center square with multiple avenues of approach and two opposing windows offers a wide range of engagement opportunities.
  • Frost – A research facility set atop the icy surface of Jupiter’s moon Europa. Ample opportunities for vertical combat and rapid encounters around sleek modular elements highlight this frozen battleground.
  • Breakout – Set in a remote location on a snowy, earthbound mountain top, Breakout is home to maximum-security Black Mountain penitentiary. Beautiful outdoor vistas with sections for ranged combat are a stark contrast to the tight, fast paced battles that can occur in the prison’s cellblock, security rooms, and processing corridors.
  • Terminal – A dynamic range of combat areas are set both in and around a futuristic spaceport on the moon in this reimagining of the classic Modern Warfare map “Terminal.”

Infinity Ward did not specify the total number of maps in the game.

comments below