           @world.removeObject @level.objects[index]
           delete @level.objects[index]
           @level.display_position(position[0], position[1])
-          @world.addObject @level.objects[index]
-    else
-      @last_key_pressed = @last_key_pressed + timechange
-    
-    
-  key_pressed: (event) ->
-    switch event.keyCode
-      when KeyEvent.DOM_VK_UP    then @movement.up    =  1
-      when KeyEvent.DOM_VK_DOWN  then @movement.down  =  1
-      when KeyEvent.DOM_VK_LEFT  then @movement.left  =  1
-      when KeyEvent.DOM_VK_RIGHT then @movement.right =  1
-
-  key_released: (event) ->
-    switch event.keyCode
-      when KeyEvent.DOM_VK_UP    then @movement.up    =  0
-      when KeyEvent.DOM_VK_DOWN  then @movement.down  =  0
-      when KeyEvent.DOM_VK_LEFT  then @movement.left  =  0
-      when KeyEvent.DOM_VK_RIGHT then @movement.right =  0
-    +          @world.addObject @level.objects[index]
          [pusher_m,   pusher_n+1],
          [pusher_m,   pusher_n-1]
        ] 
        
      # visually refresh these 5 positions
      for position in positions
        index = @level.cols_number*position[0] + position[1]

Jax.Controller.create "Level", ApplicationController,
  index: ->
    @movement = { up: 0, down: 0, left: 0, right: 0 }
    
    # load level and add to the scene
    @level = Level.find "actual"
