rectangle_in_rectangle

This function will check two rectangular areas that you define to see if the source rectangle is either not in collision, completely within the destination rectangles bounds, or if they are simply touching. If they are not touching at all the function will return 0, if the source is completely within the destination it will return 1, and if they are simply overlapping then it will return 2. The image below illustrates this:

Rectangle rectangle collision example

Syntax:

rectangle_in_rectangle(sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2);

ArgumentType Description
sx1Real The x coordinate of the left side of the source rectangle.
sy1Real The y coordinate of the top side of the source rectangle.
sx2Real The x coordinate of the right side of the source rectangle.
sy2Real The y coordinate of the bottom side of the source rectangle.
dx1Real The x coordinate of the left side of the destination rectangle to check against.
dy1Real The y coordinate of the top side of the destination rectangle to check against.
dx2Real The x coordinate of the right side of the destination rectangle to check against.
dy2Real The y coordinate of the bottom side of the destination rectangle to check against.

 

Returns:

Real

 

Example:

switch(rectangle_in_rectangle(x - 50, y - 50, x + 50, y + 50, mouse_x - 50, mouse_y - 50, mouse_x + 50, mouse_y + 50))
{
    case 0: image_blend = c_yellow; break;
    case 1: image_blend = c_red; break;
    case 2: image_blend = c_orange; break;
}

The above code checks two rectangular areas for collision, and will set the instance image_blend based on the return value.