+bool
+InvisibleBlock::collides(GameObject& other, const CollisionHit& )
+{
+ if(visible)
+ return true;
+
+ // if we're not visible, only register a collision if this will make us visible
+ Player* player = dynamic_cast<Player*> (&other);
+ if ((player)
+ && (player->get_movement().y <= 0)
+ && (player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA)) {
+ return true;
+ }
+
+ return false;
+}
+
+HitResponse
+InvisibleBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+ return Block::collision(other, hit);
+}
+