anchor.diff:  == Exercises
   
   .  Add mappings for moving the player (box) up and down with the H and L keys!
  -.  Switch off the flyCam and override the WASD keys.
  -**  Tip: Use <<jme3/faq#how-do-i-switch-between-third-person-and-first-person-view,flyCam.setEnabled(false);>>
  -
  -.  Modify the mappings so that you can also trigger the up an down motion with the mouse scroll wheel!
  -**  Tip: Use `new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true)`
  +.  Switch off the flyCam and override the WASD keys. +
  +TIP: Use xref:ROOT:jme3/faq.adoc#how-do-i-switch-between-third-person-and-first-person-view[flyCam.setEnabled(false);]
  +
  +.  Modify the mappings so that you can also trigger the up an down motion with the mouse scroll wheel! +
  +TIP: Use `new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true)`
   
   .  In which situation would it be better to use variables instead of literals for the MouseInput/KeyInput definitions?
   [source,java]
  
positive.code: 
  [IMPORTANT]
  ====
  Link to user-proposed solutions: <<jme3/beginner/solutions#,Some proposed solutions>> +
  +++<u>Be sure to try to solve them for yourself first!</u>+++
  ====
  
  
negative.code: == Conclusion
  
  You are now able to add custom interactions to your game: You know that you first have to define the key mappings, and then the actions for each mapping. You have learned to respond to mouse events and to the keyboard. You understand the difference between "`analog`" (gradually repeated) and "`digital`" (on/off) inputs.
  