// 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); }; });

The Making of Call of Duty: Modern Warfare art book, which was announced earlier this year, is available now for purchase on Amazon ahead of the game’s launch.

The new art book provides in depth look at how the team created many of the art inside of Call of Duty: Modern Warfare, how the game was designed, characters, maps, and more were put together for this year’s title.

As you’ll learn throughout this book, the various art used in a Call of Duty game is typically broken down into four teams or departments: character, weapon, vehicle, and environment. In the creation of something as grand as a Multiplayer map or Campaign level, all art departments are utilized to bring everything to life.

  • Character – The team that designs everything that relates to the characters in all the modes of the game.
  • Weapon – The team that designs all of the weapons. This typically includes attachments and camos.
  • Vehicle – The team that designs all of the vehicles in the game. This can include drive-able vehicles like the Infantry Tank and Killstreaks like the Wheelson.
  • Environment – The team that designs all of the set pieces within a map or level.  This can include trees, buildings, and posters/flyers that may be strewn about the environment.

In addition, everyone who purchases the art book will get a code for an exclusive Operator Skin in Call of Duty: Modern Warfare. It’s a skin for Krueger Operator. Here’s the skin:

SOURCE: Activision

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