// 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); };});

An interesting quote from Michael Condrey, former studio head of Sledgehammer Games (from 2009 through 2018), has surfaced in an interview with VentureBeat post-E3.

VentureBeat is one of the publications that found Call of Duty: Modern Warfare’s campaign to be particularly ‘disturbing’ in their preview article of the game last week during E3, which the sentiment was echoed by IGN and some other larger publications.

Infinity Ward has stated that they are not censoring Call of Duty: Modern Warfare, only re-iterating on the game as development process continues — the same for any project at this scale.

In this interview with Michael Condrey, he seems to be claiming that Activision executives might be pushing Infinity Ward to make Call of Duty: Modern Warfare more controversial and darker for the sake of headlines.

I maintain that video games are the most important art form of our time. I respect every developer who strives to deliver their work as an extension or reflection of their artistic vision. That said, MW seems like a tough challenge for any studio, especially if they are being pushed by publishing to be more controversial and “darker” for the sake of headlines.

This does not line up with what Infinity Ward has mentioned during our time at the studio; it seems more like everyone at the studio wanted to make this game and Activision executives were hesitant on how far they should take it, so we’re not sure where this quote from Condrey comes from or if he’s claiming this based on his sentiment of Activision executives.

Activision has been known to give the development teams creative freedom in developing their titles based on experience, providing approvals and budgeting as every publisher does in the video game industry.

SOURCE: VentureBeat

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