// 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); }; });

With many of the original Infinity Ward developers back at the studio working on the 2019 title, the philosophy of the past is coming back in Call of Duty: Modern Warfare.

One of the things we’ve pointed out about Modern Warfare is the map design. The current MP Director at the studio designed the maps for Call of Duty 4 and Modern Warfare 2. And he’s bringing those design ideas back for this year’s game. Maps are not all structured 3 lanes anymore, but rather have choke points, verticality, and more across the maps.

During an interview with GameInformer, Infinity Ward’s Jeffery Smith provided some more details on this choice for the game.

A lot of map design recently in CoD has been more symmetrical, and make the maps feel more like arena-based shooters. But going to Modern Warfare, we wanted to keep that realism, and whenever you start doing symmetrical layouts, it really starts throwing people’s brains off. Humans can pick up patterns really easily, and so to make this space feel real, you really have to hide those three lanes.

Many of the maps still have 3 lane structures overall, but the design and flow of the maps keeps players on their feet about where players will be located.

“I feel like a lot of games will kind of clip off a lot of stuff, and not let you climb on things”, Smith says. He states that Infinity Ward “taken the plastic wrap off of grandma’s furniture.”

Here’s the video:

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