// 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); }; });

A big goal for Infinity Ward in developing Call of Duty: Modern Warfare was ensuring that all play styles are accommodated and can be useful, rather than designing the game in a way that forces everyone to play a certain way. 

Infinity Ward’s MP Design Director Joe Cecot discussed how they felt as if the last few Call of Duty titles has swayed away from what the original Modern Warfare series did by offering players a choice of how they want to play the game. The new titles have almost forced players into a ‘run and gun’ style of gameplay, and restricted some other types of gameplay in the franchise. 

With Modern Warfare, they’re going back to allowing and building maps in a way that lets all players play how they want too. Run and gunners still are rewarded, but now there’s verticality in maps such that snipers can set up a nest, campers can camp if they want, and the game is not restricting any play style. 

Are campers annoying? Sure, but this game feels much more tactical in general, so there’s another element to how you play Modern Warfare versus past Call of Duty games. 

One thing you will notice in Call of Duty: Modern Warfare is that the studio has steered away from making every single map in the game a 3 lane style map. 

Infinity Ward’s Design Director, Geoff Smith, was one of the people responsible for developing the maps in Call of Duty 4 and Modern Warfare 2. He mentioned that 3 lane maps are not very realistic in how they wanted to make this game, and as such, have taken on the more traditional Call of Duty style maps. 

comments below