text: //
  // Copyright (c) 2008-2021 the Urho3D project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #pragma once
  
  #include <Urho3D/Scene/LogicComponent.h>
  
  // All Urho3D classes reside in namespace Urho3D
  using namespace Urho3D;
  
  const float MOVE_SPEED = 23.0f;
  const int LIFES = 3;
  
  /// Character2D component controling Imp behavior.
  class Character2D : public LogicComponent
  {
      URHO3D_OBJECT(Character2D, LogicComponent);
  
  public:
      /// Construct.
      explicit Character2D(Context* context);
  
      /// Register object factory and attributes.
      static void RegisterObject(Context* context);
  
      /// Handle update. Called by LogicComponent base class.
      void Update(float timeStep) override;
      /// Handle player state/behavior when wounded.
      void HandleWoundedState(float timeStep);
      /// Handle death of the player.
      void HandleDeath();
  
      /// Flag when player is wounded.
      bool wounded_;
      /// Flag when player is dead.
      bool killed_;
      /// Timer for particle emitter duration.
      float timer_;
      /// Number of coins in the current level.
      int maxCoins_;
      /// Counter for remaining coins to pick.
      int remainingCoins_;
      /// Counter for remaining lifes.
      int remainingLifes_;
      /// Indicate when the player is climbing a ladder or a rope.
      bool isClimbing_;
      /// Used only for ropes, as they are split into 2 shapes.
      bool climb2_;
      /// Indicate when the player is above a climbable object, so we can still jump anyway.
      bool aboveClimbable_;
      /// Indicate when the player is climbing a slope, so we can apply force to its body.
      bool onSlope_;
  };
  