Checks two sprites for collision, if they overlap then it returns 1. Otherwise it returns 0. No other information can be returned about this type of collision.
This command is primarily for sprites that are not using physics. Whilst it can be used on physics sprites the physics system will have already calculated the overlap of all physics sprites during the last frame and stored the results in the contact list. This function actually does the calculation required to determine if the sprites overlap. This function is not limited by group or category settings.
This function only operates on the sprite's base shape. Any additional shapes added to physics sprites will not be used in this function, use GetPhysicsCollision instead. Also Chain shapes will always return no collision using this command, chain shapes are only used in physics calculations.
If you have not assigned a shape to either sprite using SetSpriteShape they will use the default box shape based on the sprite's width and height.
integer GetSpriteCollision( iSprite1, iSprite2 )