Parses the collision map and sets the tile states as necessary.

def parse_collisions(self):
        """Parses the collision map and sets the tile states as necessary."""
        fs = open(self.collisionmap_path, "r")
        self.collisionmap = fs.readlines()
        fs.close()

        x_index = 0
        y_index = 0
        for line in self.collisionmap:
            if line[0] is "#":
                continue
            for char in line:
                if char is "":
                    continue
                #An empty character is the same as collision type 0
                elif char is " ":
                    char = "0"
                elif char is "s":
                    #Placing the start location
                    self.start_location = self.tiles_to_pixels(Vector2(x_index, y_index))
                    char = "0"
                elif not (char in self.tile_bindings):
                    continue

                self.tiles[y_index][x_index].binding_type = self.tile_bindings[char]
                x_index += 1

            x_index = 0
            y_index += 1