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See the solution for the handleKeydown() method.
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Hey, welcome to stage four where we're
going to be adding in all of the player
0:00
interaction with the game.
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In this video we're going to review
the handle key down method you
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added to the game class and the event
listener you added to the app.js file.
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Head to your Game.js style.
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The handleKeyDown method was
put inside the game class,
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right below the start game method.
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Note that the method receives
the event object as an argument.
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I've shortened the argument name to e.
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This is the actual event
object that is passed to
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the event listener
callback method in app.js.
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First, I included an if statement to
check whether or not the game was ready.
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Remember that the game object has a
property called ready that holds a true or
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false value.
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This method will move the active
token around the board but
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we want to make sure it only does
that if the game is in a ready state.
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So if this.ready will check if
the ready property is set to true.
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Inside that if statement,
we'll check to see what key was pressed.
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We can access that value with
the event objects key property.
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This property returns a string of
the name of the key that was pressed.
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First, the solution checks if the value
of the key property is ArrowLeft.
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I've included just a comment here
indicating that we'll be writing
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future code to handle
moving the token left.
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Next, it checks if the key
value is ArrowRight.
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And finally,
if the key value is ArrowDown.
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In future steps, we'll go back and put
actual code in place of these comments.
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Great work, now head over to app.js file.
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The call back function in
the event listener receives
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the event object as an argument.
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Inside the call back,
simply call the handleKeyDown method you
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just created on the game object,
and pass in that event.
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