Returns true iff any pixel that is solid in mask a is also solid
in mask b after both are placed at their respective world
positions.
Both positions are top-left corners; masks are axis-aligned.
Complexity is O(overlap_area) — the early AABB cull means
non-overlapping sprites cost a constant. For two 64×64 sprites that
overlap fully this is ~4096 byte comparisons; cheap but not free, so
callers that need to test many pairs should AABB-cull externally
before invoking.
Returns
trueiff any pixel that is solid in maskais also solid in maskbafter both are placed at their respective world positions.Both positions are top-left corners; masks are axis-aligned.
Complexity is
O(overlap_area)— the early AABB cull means non-overlapping sprites cost a constant. For two 64×64 sprites that overlap fully this is ~4096 byte comparisons; cheap but not free, so callers that need to test many pairs should AABB-cull externally before invoking.