# GetSpriteInBox

## Description

Returns 1 if the sprite's collision shape is touching the given box in world coordinates, 0 if not. If the sprite does not have a shape it is assigned a box shape of its own which will remain after this command. This command takes into account the rotation and scale of the sprite when checking intersection.

## Definition

integer GetSpriteInBox( iSprite, x1, y1, x2, y2 )

int agk::GetSpriteInBox( UINT iSprite, float x1, float y1, float x2, float y2 )

## Parameters

- iSprite - The ID of the sprite to check
- x1 - The X coordinate of the top left corner of the box in world coordinates.
- y1 - The Y coordinate of the top left corner of the box in world coordinates.
- x2 - The X coordinate of the bottom right corner of the box in world coordinates.
- y2 - The Y coordinate of the bottom right corner of the box in world coordinates.