switch (direction) { case SPRITE_LEFT: // collision detection for (i = y; i <= y2; i++) { for (j = 1; j <= SPRITE_SPEED; j++) { if (board[x - j][i] == BOARD_WALL) { collision = true; break; } } } if (!collision) { x = x - SPRITE_SPEED; x2 = x2 - SPRITE_SPEED; } break;