bool collision_object_map(const base_type& base)
{
+ if(!World::current())
+ return false;
+
const Level& level = *World::current()->get_level();
TileManager& tilemanager = *TileManager::instance();
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);