Wrote better javadoc for InGameState.java
Deletes unused code in InGameState.java

Deletes method: public void setEnabled(boolean){...}
Added generated fils for android deployment.
Added a window to each chunk

The window consists of one WindowFrame spatial (where a custom model
can be imported to replace the white box currently in use) and a
spotlight situated behind and above the window, effectively shining
through the wall and the window model.
Added wizard class

Added Wizard.java.
It currently does nothing.
Added skeleton to WizardControl
Removes verbose logging.
Shadows from windows

A PssmShadowRenderer now causes the player to cast shadows onto the
platforms. The direction is set to the same as the light from the
windows. The shadow renderer is higher-level than the level chunks, so
introducing chunk-specific light sources with new shadowing
capabilities is not supported.
Added music file to mobile/assets/Sound/Music/ to be able to get sound on Android.
General hazards hanging in the air, reporting all collisions with player

A Hazard object with a HazardControl attached reports all collisions
with the player node to system.out. LevelControl spawns one hazard
block in each level chunk.
Replaced the ghost model with a smooth version.
Readded the old music file in the pc-asset directory.
Some comments

Added some documentation and comments to Hazard and the hazard creation
code in LevelControl
Removed HazardControl's listening behaviour

HazardControl no longer listens to PhysicsCollisions, nor does it
extend GhostControl. The hazard objects spawned by LevelControl get
ordinary GhostControls instead, but nothing listens to their collisions.
Adds code that initializes a PhysicsCollisionListener for collisions between the player and hazards.
Changes name of initHazardCollisions to initCollisions in InGameState
FireballControl - a HazardControl test example

Added an instance of the HazardControl interface, FireballControl. When
it hits the player, it reduces his jumpspeed.
Hazards that reduce jumpspeed

Each hazard (blue cube) now has a FireballControl that reduces the
player's jumpspeed each time he hits it. This connects initCollisions
in InGameState, FireballControl, and the HazardControl interface.
Simplified adding and removing chunks from physics space

Apparently addAll and removeAll are recursive when called on Nodes, so
levelChunk's addToPhysicsSpace etc need not use a SceneGraphVisitor.
Adds a Logger called "Kandidat".