DECLARE SUB DQBcollide (BYVAL x1, BYVAL y1, BYVAL Seg1, BYVAL Off1, BYVAL x2,
BYVAL y2, BYVAL Seg2, BYVAL Off2)
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)
True if the sprites collide, otherwise false
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.
By default, the collision detection method is the bounding box check; you can change this at any time by calling DQBsetCollideMethod.