SpriteRayCast

Description

Casts a ray through all sprites that have a shape (including physics sprites) and stores the result of any intersection. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX. Physics sprites will only use the main shape assigned to the sprite using SetSpriteShape, to check compound shapes use PhysicsRayCast.

If the ray starts inside a shape that shape will not be counted in the results.

Sprites must be assigned a shape using one of the sprite shape commands or it will not be included in the collision results. This function is slower than the physics only ray casts as it cannot make use of optimized structures that represent where the sprites are in the world relative to the ray.

This function can only keep track of sprites created using CreateSprite, if you have manually allocated memory for sprites you will need to cycle through your list of sprites with SpriteRayCastSingle or use the physics version.

Returns 1 if there was a collision, 0 if not.

Definition

integer SpriteRayCast( x, y, x2, y2 )

Parameters