Uh oh. **SendMessage** emits a message, as the name suggests, and we can use it to send out a MotionMessage. But our new MotionMessage needs a reference to our paddle entity.
At this point, you might be tempted to attach our paddle entity as a property on InputEngine. This would be a *terrible mistake*. We *absolutely never* want to have our game state directly attached to the state of an Engine.
What we want instead is to have a component that the InputEngine can use to look up the appropriate entity. Essentially, we use a Component to designate that an Entity is a certain kind of object that we want to be able to reference.
Why an *enum* instead of just an integer or something? When we write programs it is very easy to shoot ourselves in the foot. What if someone accidentally typed -1 in as a value or something? Enums structure our data to make it harder for us to make silly mistakes like this, and we can give them clear names that tell us what kind of thing they are.
Engines have total freedom to read anything in the game state that they desire. This gives Engines a lot of flexibility to do what they need to do. In this case, **ReadEntities<PlayerInputComponent>** lets us get a reference to each entity that has a PlayerInputComponent attached to it. From there, we can get the specific PlayerInputComponent for that Entity, check which PlayerIndex it contains, and then send a message to its entity if the Down key is pressed.
Also, remember when we had to declare **Reads** and **Receives** and **Writes** on our MotionEngine? Well, similarly, we have to declare **Sends** when our engine emits a certain kind of Message. Otherwise Encompass will get mad at us and crash the game for our own safety.
It doesn't matter which order they go in, because remember, Encompass figures it out automatically. I just prefer this order for some reason. Once we have a lot of Engines it stops mattering pretty quickly anyway.