Returns the ID of the first sprite found under the point x,y in world coordinates, 0 if none. Sprites are ordered by depth so a sprite appearing above another in the draw order will be returned instead of the sprite behind it.

This function filters the results so only sprites of certain categories are checked. The category parameter is a bitwise field that uses the lower 16 bits to represent each of the possible 16 categories used when setting up a sprite. The default value of all 1s means all categories will be included, whereas a value of all 0s means no categories will be included. You can set individual bits to set which ones should be checked. You can set which categories a sprite belongs to with SetSpriteCategoryBits. Takes into account the rotation and scale values of the sprite. It does not take into account the transparency of the sprite, only its collision shape. Uses the shape assigned to it from SetSpriteShape, if no shape is set it uses the sprite width and height as a box shape. If you are testing a mouse or touch coordinate, remember to convert it to world coordinates using ScreenToWorldX and ScreenToWorldY.


integer GetSpriteHitCategory( categories, x, y )