Sector* Sector::_current = 0;
bool Sector::show_collrects = false;
+bool Sector::draw_solids_only = false;
Sector::Sector()
: currentmusic(LEVEL_MUSIC), gravity(10),
GameObject* object = *i;
if(!object->is_valid())
continue;
-
+
+ if (draw_solids_only)
+ {
+ TileMap* tm = dynamic_cast<TileMap*>(object);
+ if (tm && !tm->is_solid())
+ continue;
+ }
+
object->draw(context);
}