+ if (!controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) return;
+
+ bool down(false);
+ if (input.IsDown(Input::PAD_UP)) {
+ controlled->SetOrientation(Entity::ORIENTATION_NORTH);
+ down = true;
+ } else if (input.IsDown(Input::PAD_RIGHT)) {
+ controlled->SetOrientation(Entity::ORIENTATION_EAST);
+ down = true;
+ } else if (input.IsDown(Input::PAD_DOWN)) {
+ controlled->SetOrientation(Entity::ORIENTATION_SOUTH);
+ down = true;
+ } else if (input.IsDown(Input::PAD_LEFT)) {
+ controlled->SetOrientation(Entity::ORIENTATION_WEST);
+ down = true;
+ }
+
+ if (down) {
+ const Tile &tile(map->TileAt(controlled->Position()));
+ bool blocked(false);
+ switch (controlled->GetOrientation()) {
+ case Entity::ORIENTATION_NORTH:
+ blocked = tile.BlocksNorth();
+ break;
+ case Entity::ORIENTATION_EAST:
+ blocked = tile.BlocksEast();
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ blocked = tile.BlocksSouth();
+ break;
+ case Entity::ORIENTATION_WEST:
+ blocked = tile.BlocksWest();
+ break;
+ }
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ } else {
+ controlled->SetSpeed(0.0f);
+ }
+ } else {
+ controlled->SetSpeed(0.0f);
+ }