// 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); };});

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IGN’s exclusive Ghosts content is now live. They have posted new gameplay footage as well as (2) new screenshots, as seen in the gallery above.

Summary of what IGN saw:

  • Game is focused on South America oil regions. Players are facing “resource rich” states

The U.S.’s fight with its enemies in the south takes center stage in No Man’s Land — the first level of a multi-segment gameplay demo I was shown. In it, our protagonist and his brother are making their way through an area 10 miles north of San Diego, now a desolate wasteland with the remnants of houses and collapsed freeways.

  • There is a mysterious biological threat with “devastated environment” 
  • Underwater level (already revealed) is an environment of it’s own. You have gun fights, new soldiers coming at your location from different directions. Using a Russian weapon that is weak, but useful underwater. “Enemies and the player take cover behind rocks and reefs, but also use the unique verticality to get an elevated shot or dodge fire.”
  • Infinity Ward built a whole new underwater environment
  • You have to swim from cover to cover – just like an above ground battle.
  • The dog – “it’s a remote recon scout and deadly weapon controlled by the player via a tablet-like viewfinder.” The dog can also be used for recon and distraction.
  • No ties to Modern Warfare – the Simon Riley mask is just a “fan service”.
  • IGN has also said that there will be ‘new multiplayer modes.’
  • “But instead of aiming down your sights and pulling the trigger, you target an enemy and tap the shoulder button to lunge for their throats”

Teaser of what will be shown at Ghosts: All Access Event: 

Interview with Infinity Ward’s Zach Volker: 

SOURCE: IGN (high res images via @LiamFTWinter)

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