+ Explosion* explosion = dynamic_cast<Explosion*> (&other);
+ if(explosion && explosion->hurts()) {
+ try_break(player);
+ }
+ IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
+ if(icecrusher && coin_counter == 0)
+ try_break(player);
+ return Block::collision(other, hit_);