// 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); }; });

Blizzard has revealed in a new interview that both Treyarch and Infinity Ward assisted them in developing the aim down sight mechanics for some of the Overwatch heroes.

Overwatch was one of the first first-person shooter games that Blizzard ever made, and it released on PC alongside consoles at the same time.

Overwatch’s newest hero, announced at BlizzCon, features a new weapon that has aim down sights — something that is not common in Overwatch. Overwatch’s Designer stated that they reached out to Treyarch and Infinity Ward on locking down the aim down sight mechanics for the new heroes in Overwatch.

“We went to Treyarch and Infinity Ward and they helped us out because they’re so good at aim down sights, their guns sound so amazing. We talked to them for a while, we were just looking for inspiration for aiming down sights to feel perfect and the sounds of the guns to feel better, Wrecking Ball was a good example in that you can feel it in his guns a lot more strongly, and Ashe as well,” said Geoff Goodman, Lead Hero Designer at Blizzard.

Previously, Blizzard revealed that Treyarch assisted them in developing the aim assist mechanics for consoles in Overwatch, as Overwatch was one of the first Blizzard games to launch on consoles alongside the PC version.

Both Treyarch and Infinity Ward are wholly owned studios of Activision Publishing, which is a subsidiary of Activision Blizzard Inc.


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