Retro Rocket OS
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SPRITECOLLIDE Function

SPRITECOLLIDE(sprite_a, ax, ay, sprite_b, bx, by)

Checks whether two sprites collide using pixel-perfect collision detection.

Returns TRUE if any opaque pixels overlap, or FALSE if they do not.


Examples

REM Simple collision check
IF SPRITECOLLIDE(player, px, py, enemy, ex, ey) THEN
PRINT "Hit!"
ENDIF
REM Bullet collision
FOR i = 0 TO bullet_count - 1
IF SPRITECOLLIDE(bullet(i), bx(i), by(i), enemy, ex, ey) THEN
PRINT "Enemy hit"
ENDIF
NEXT

Notes

Uses sprite transparency for collision.

Sprites must be loaded with SPRITELOAD.


See also: SPRITELOAD · PLOT · ANIMATE