; a = 0 -> no collision
; a = 1 -> collision
collision_pt_rec:
+@top_left:
; check top left
; -> y pos
ld a, [hl+]
add a, b ; a = rec y + y offset
- cp a, d ; tl < py?
+ cp a, d ; tl > py?
jr nc, @no_collision REL
; -> x pos
ld a, [hl+]
add a, c ; a = rec x + x offset
- cp a, d ; t1 < px?
+ cp a, e ; t1 > px?
jr nc, @no_collision REL
+@top_right:
+ ; check top right
+ ; y pos
+ ld a, [hl+]
+ add a, b ; a = rec y + y offset
+ cp a, d ; tr > py?
+ jr nc, @no_collision REL
+
+ ; x pos
+ ld a, [hl+]
+ add a, c ; a = rec x + x offset
+ cp a, e ; tr < px
+ jr c, @no_collision REL
+
+ ; TODO check bottom left
+ @bottom_left:
+
+ ; TODO check bottom right
+@bottom_right:
+
@collision:
ld a, 1
@no_collision: