                 if character.trigger?
                     if character.trigger != "victory" or\
                         (character.trigger == "victory" and\
-                            protagonistDoneMoving)
+                            @protagonistDoneMoving)
                         triggers[character.trigger]()
         if @protagonistDoneMoving and @protagonist.moving
             @visual.charAnimate @protagonist.index
             @protagonist.moving = false
+            @gameLost()
         return
 
     start: ->

            @visual.pushCharacter @gameManager.config.visual, char.visual
        return

    checkEvents: (protagonistDoneMoving) ->
        # Just doing player collisions at the moment.
        triggers = {"victory": @gameWon, "loss": @gameLost, "fall": @protagonistFalls}
        for name, character of @gameConfig.characters
            if character == @protagonist

        return moved

    checkCanMove: (newX, newY, character) ->
        ###
            Returns true if the character CAN'T move.
        ###
        if character != @protagonist and\
          (newX < 0 or newX >= @gameManager.config.visual.grid.gridX\
          or newY < 0 or newY >= @gameManager.config.visual.grid.gridY)
            # Player is out of bounds of grid.
            return true

        if character.group?
