+
+ /* update solid_tilemaps list */
+ //FIXME: this could be more efficient
+ solid_tilemaps.clear();
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i)
+ {
+ TileMap* tm = dynamic_cast<TileMap*>(*i);
+ if (!tm) continue;
+ if (tm->is_solid()) solid_tilemaps.push_back(tm);
+ }
+