DQBcollide
FUNCTION

Prototype

DECLARE SUB DQBcollide (BYVAL x1, BYVAL y1, BYVAL Seg1, BYVAL Off1, BYVAL x2,
                        BYVAL y2, BYVAL Seg2, BYVAL Off2)

Parameters

x1 - x position of first sprite

y1 - y position of first sprite

Seg1 - Segment of first sprite array (use VARSEG)

Off1 - Offset of first sprite array (use VARPTR)

x2 - x position of second sprite

y2 - y position of second sprite

Seg2 - Segment of second sprite array (use VARSEG)

Off2 - Offset of second sprite array (use VARPTR)

Returns

True if the sprites collide, otherwise false

Description

Given two sprites, this function tests for them to collide, using current check method. There are two collision detection methods available: bounding box check and pixel-perfect check. Needless to say, the first is the fastest, but the other gives you a perfect collision precision.

Notes:

By default, the collision detection method is the bounding box check; you can change this at any time by calling DQBsetCollideMethod.