Algorithms to detect collision in 2D games depend on the type of shapes that can collide (e.g. Rectangle to Rectangle, Rectangle to Circle, Circle to Circle). Generally you will have a simple generic shape that covers the entity known as a "hitbox" so even though collision may not be pixel perfect, it will look good enough and be performant across multiple entities. This article provides a review of the most common techniques used to provide collision detection in 2D games.
Axis-Aligned Bounding Box
One of the simpler forms of collision detection is between two rectangles that are axis aligned — meaning no rotation. The algorithm works by ensuring there is no gap between any of the 4 sides of the rectangles. Any gap means a collision does not exist.
var rect1 = {x: 5, y: 5, width: 50, height: 50}
var rect2 = {x: 20, y: 10, width: 10, height: 10}
if (rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y) {
// collision detected!
}
// filling in the values =>
if (5 < 30 &&
55 > 20 &&
5 < 20 &&
55 > 10) {
// collision detected!
}
Source: https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
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