text: //
  // Copyright (c) 2008-2017 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/Input/Controls.h>
  #include <Urho3D/Scene/LogicComponent.h>
  
  using namespace Urho3D;
  
  //=============================================================================
  //=============================================================================
  const int CTRL_FORWARD = 1;
  const int CTRL_BACK = 2;
  const int CTRL_LEFT = 4;
  const int CTRL_RIGHT = 8;
  const int CTRL_JUMP = 16;
  
  const float MOVE_FORCE = 1.1f;
  const float INAIR_MOVE_FORCE = 0.02f;
  const float BRAKE_FORCE = 0.2f;
  const float JUMP_FORCE = 7.0f;
  const float YAW_SENSITIVITY = 0.05f;
  const float INAIR_THRESHOLD_TIME = 0.1f;
  
  //=============================================================================
  //=============================================================================
  /// Character component, responsible for physical movement according to controls, as well as animation.
  class Character : public LogicComponent
  {
      URHO3D_OBJECT(Character, LogicComponent);
  
  public:
      /// Construct.
      Character(Context* context);
      
      /// Register object factory and attributes.
      static void RegisterObject(Context* context);
      
      /// Handle startup. Called by LogicComponent base class.
      virtual void Start();
      /// Handle physics world update. Called by LogicComponent base class.
      virtual void FixedUpdate(float timeStep);
      
      /// Movement controls. Assigned by the main program each frame.
      Controls controls_;
      
  private:
      /// Handle physics collision event.
      void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
      
      /// Grounded flag for movement.
      bool onGround_;
      /// Jump flag.
      bool okToJump_;
      bool jumpStarted_;
      /// In air timer. Due to possible physics inaccuracy, character can be off ground for max. 1/10 second and still be allowed to move.
      float inAirTimer_;
  };
  