// 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 little over a week since Alcatraz has made its way to Call of Duty Black Ops 4’s Blackout mode and we’re already starting to see some major changes on the horizon.

Treyarch Game Design Director, David Vonderhaar, tweeted out some light details on how the young Alcaztraz Portals – Quads mode will evolve in the future.

He first comments on how he doesn’t believe players redeploying should have a better loadout than they already do. At the moment, after a player bleeds out while one of their squadmates are still alive, they’ll redeploy up to five times with a Strife and some bandages.

“Goodnight to everyone except the people that think you should have a better loadout when you redeploy in Alcatraz than the folks on the ground who destroyed you and others and were able to loot up because they are vicious.”

Vahn goes on to talk about bleeding out on Alcatraz when you have no chance of being revived.

“PS: Not being able to take the Coward’s Way Out when you have zero chance of being revived in Alcatraz and miss the wave spawn timer? Yep. Gross. Will fix asap, Please don’t hang me over what asap means. I don’t have that kind of power. Even the bosses have bosses.”

Coward’s Way Out is a mechanic from past Call of Duty’s that lets the player choose if they want to die immediately so they can respawn quicker. In Alcatraz, if you’re bleeding out in the Collapse, it’s unlikely a squadmate will run out there to pick you up, but the time it takes to fully bleed out may cause you to miss the designated respawn time.

Lastly, he talks about the final collapse and how he’s unsatisfied with it and would like to slow it down.

“PPS: I still don’t love the final collapse in Alcatraz. I want to slow it down even more. The Collapse should push engagements. It shouldn’t be your primary enemy. (Stole that line from @MaTtKs.) I know some people.”

Vahn made it pretty clear he didn’t want to say any specifics on when these changes will make their way to Black Ops 4, so we’ll just have to wait and see.

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