return tile && tile->solid;
}
+bool isunisolid(float x, float y)
+{
+ Tile* tile = gettile(x,y);
+ return tile && tile->unisolid;
+}
+
+
bool isbrick(float x, float y)
{
Tile* tile = gettile(x,y);
return tile && tile->ice;
}
+bool isspike(float x, float y)
+{
+ Tile* tile = gettile(x,y);
+ return tile && tile->spike;
+}
+
bool isfullbox(float x, float y)
{
Tile* tile = gettile(x,y);