So far we've seen two types of commands. The ones that "Do", like Print and Text and DrawImg, and the ones that "Return", like Limit, Wrap and Rand.
But the thing about DrawImg (and Rect, Oval and more) is that they can actually Return a Value, too!
Repeat
CLS
A=Oval(100,100,64,32)
Print A
Flip
Forever

Values from an Oval?
Each of these values is a Collision ID, and can go from 0 up to 5000.
Most of the Drawing commands will return one of these IDs, which point to a collision boundary.
The Collide command lets us test one of these IDs against another ID, and will Return True if the two Draw Commands overlap (or collide with) each other.
Repeat
CLS
SetCol 255,255,255
If Collide(A,B) Then SetCol 255,0,0
A=Oval(100,100,64,32)
Print A
B=Oval(MouseX(),MouseY(),32,64)
Print B
Flip
Forever

The Ovals turn Red when they touch
We give the Collide command two of these values, and if they touched when their boundary was set, then it returns True.
We should try to keep these values as up to date as we can. Keeping an old value from a couple of minutes earlier won't help much :D
// My Game
// by Mr Green
// Created 2025/12/16
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// Main Loop
GameRun=0
Repeat
If GameRun==0 then Gosub .StartScreen
If GameRun==1 then Gosub .InGame
Flip
Forever
// This is our Titlescreen
.StartScreen
CLS
ResetDraw
ShowInvader=1
If Wrap(Frames,0,20)<10 Then ShowInvader=0
DrawImg 320,160,ShowInvader
SetFontSize 32
Text 320,240,"Titlescreen!",1
SetFontSize 16
Text 320,360,"Press Fire to Play",1
If GamePad(ButtonA)
Gosub StartGame
GameRun=1
Endif
Return
// This prepares our game when the A Button is hit
.StartGame
Score=0
PlayerX=320 // Middle of the screen
PlayerY=440 // Bottom of the screen
BulletX=0 // Reset player's bullet
BulletY=0
Return
// This is our ingame loop
.InGame
CLS
ResetDraw
// Starfield using Symbol 4
Starfield 1,0,4
// Player
DrawImg PlayerX,PlayerY,2
Speed=4
If GamePad(ButtonLeft)>0.5 then PlayerX=PlayerX-Speed
If GamePad(ButtonRight)>0.5 then PlayerX=PlayerX+Speed
// Using >0.5 allows players to use a thumbstick, too!
PlayerX=Limit(PlayerX,32,640-32)
// Player's Bullet
// Keep the Bullet going upwards
BulletSpeed=16
BulletY=Limit(BulletY-BulletSpeed, -100,480)
// Draw the Bullet
DrawImg BulletX,BulletY,3
If BulletY<0 And GamePad(ButtonA)
BulletX=PlayerX
BulletY=PlayerY
PlaySFX("Lazer_2")
EndIf
// Enemy Section
// Reuse this to keep the invaders animated
ShowInvader=1
if Wrap(Frames,0,20)<10 then ShowInvader=0
CircleSize=160
Gap=15
// A loop for 20 Bad Guys
For BadGuy=1 to 20
// Each enemy should be further around the loop.
PlusAngle=BadGuy*Gap
Angle=Wrap(Frames + PlusAngle,0,360)
EnemyX=320+Cos(Angle)*CircleSize
EnemyY=200+Sin(Angle)*CircleSize
DrawImg EnemyX,EnemyY,ShowInvader
Next
// Quit button (Return)
If GamePad(ButtonStart) then GameRun=0
// We can hit the Return key to quit
SetFontSize 16
Text 320,16,Score,1
Return
Ok, so we can understand the simple way that Collide works. Let's make use of it in our game.
We have a bullet, and we have a bunch of Invaders.
Let's start by getting the Collision ID for our bullet.
Edit the bullet drawing line, storing the ID into a new Variable.
// Draw the Bullet
BulletCollide=DrawImg(BulletX,BulletY,3)
And we should also change the Enemy drawing line, too.
EnemyCollide=DrawImg(EnemyX,EnemyY,ShowInvader)
Then underneath the Enemy drawing line, we'll use our new collision command.
If Collide(BulletCollide,EnemyCollide)
// If the bullet hits the Enemy
// Move the Bullet off the screen
BulletY=-100
EndIf
In order to keep track of which bad guys have been destroyed, we're going to need an Array.
We'll create a "EnemyAlive" array with enough slots for all our bad guys.
// Arrays
Dim EnemyAlive(20)
We'll need to reset the whole array to 1, during the "StartGame" subroutine. Otherwise some of the might be dead when we start a new game!
For BadGuy=1 to 20
EnemyAlive(BadGuy)=1
Next
If an enemy has been killed, we should no longer draw it, so let's make use of that EnemyAlive() array to only do the enemy drawing when it's set to 1.
During the "InGame" subroutine, we'll wrap each of the enemies inside a large If-EndIf section.
// A loop for 20 Bad Guys
For BadGuy=1 to 20
// If Alive
If EnemyAlive(BadGuy)==1
// Each enemy should be further around the loop.
PlusAngle=BadGuy*Gap
Angle=Wrap(Frames + PlusAngle,0,360)
EnemyX=320+Cos(Angle)*CircleSize
EnemyY=200+Sin(Angle)*CircleSize
// New collision code
EnemyCollide=DrawImg(EnemyX,EnemyY,ShowInvader)
If Collide(BulletCollide,EnemyCollide)
// If the bullet hits the Enemy
// Move the Bullet off the screen
BulletY=-100
EndIf // Collision
EndIf // Alive
Next // Each BadGuy
And finally, within the collision piece, we should disable the enemy.
// If the bullet hits the Enemy
// Turn off the Enemy
EnemyAlive(BadGuy)=0
Woohoo!
This is shaping up rather well.
Let's finish things off with some "bang" sounds, and some points for the player.
Hop up to the Sound Library from the tool menu on the top right, and pick something "a bit bangy!"
Paste the sound into the Enemy Destruction section.
// Turn off the Enemy
EnemyAlive(BadGuy)=0
// Make a Bang sound
PlaySFX("Explode_Low_2")
We'll also give the player 5 points for each enemy they kill.
This is easy enough. We can use the Gimme command!
// Make a Bang sound
PlaySFX("Explode_Low_2")
// Gimme 5 points!
Gimme 5,EnemyX,EnemyY
This command automatically adds the number of points to the Score Variable, and also fades out the number on the screen, at the given X and Y position.

Now you're shooting with power!
// My Game
// by Mr Green
// Created 2025/12/16
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// Arrays
Dim EnemyAlive(20)
// Main Loop
GameRun=0
Repeat
If GameRun==0 then Gosub .StartScreen
If GameRun==1 then Gosub .InGame
Flip
Forever
// This is our Titlescreen
.StartScreen
CLS
ResetDraw
ShowInvader=1
If Wrap(Frames,0,20)<10 Then ShowInvader=0
DrawImg 320,160,ShowInvader
SetFontSize 32
Text 320,240,"Titlescreen!",1
SetFontSize 16
Text 320,360,"Press Fire to Play",1
If GamePad(ButtonA)
Gosub StartGame
GameRun=1
Endif
Return
// This prepares our game when the A Button is hit
.StartGame
Score=0
PlayerX=320 // Middle of the screen
PlayerY=440 // Bottom of the screen
BulletX=0 // Reset player's bullet
BulletY=0
For BadGuy=1 to 20
EnemyAlive(BadGuy)=1
Next
Return
// This is our ingame loop
.InGame
CLS
ResetDraw
// Starfield using Symbol 4
Starfield 1,0,4
// Player
DrawImg PlayerX,PlayerY,2
Speed=4
If GamePad(ButtonLeft)>0.5 then PlayerX=PlayerX-Speed
If GamePad(ButtonRight)>0.5 then PlayerX=PlayerX+Speed
// Using >0.5 allows players to use a thumbstick, too!
PlayerX=Limit(PlayerX,32,640-32)
// Player's Bullet
// Keep the Bullet going upwards
BulletSpeed=16
BulletY=Limit(BulletY-BulletSpeed, -100,480)
// Draw the Bullet
BulletCollide=DrawImg(BulletX,BulletY,3)
If BulletY<0 And GamePad(ButtonA)
BulletX=PlayerX
BulletY=PlayerY
PlaySFX("Lazer_2")
EndIf
// Enemy Section
// Reuse this to keep the invaders animated
ShowInvader=1
if Wrap(Frames,0,20)<10 then ShowInvader=0
CircleSize=160
Gap=15
// A loop for 20 Bad Guys
For BadGuy=1 to 20
// If Alive
If EnemyAlive(BadGuy)==1
// Each enemy should be further around the loop.
PlusAngle=BadGuy*Gap
Angle=Wrap(Frames + PlusAngle,0,360)
EnemyX=320+Cos(Angle)*CircleSize
EnemyY=200+Sin(Angle)*CircleSize
// New collision code
EnemyCollide=DrawImg(EnemyX,EnemyY,ShowInvader)
If Collide(BulletCollide,EnemyCollide)
// If the bullet hits the Enemy
// Turn off the Enemy
EnemyAlive(BadGuy)=0
// Make a Bang sound
PlaySFX("Explode_Low_2")
// Gimme 5 points!
Gimme 5,EnemyX,EnemyY
// Move the Bullet off the screen
BulletY=-100
EndIf // Collision
EndIf // Alive
Next // Each BadGuy
// Quit button (Return)
If GamePad(ButtonStart) then GameRun=0
// We can hit the Return key to quit
SetFontSize 16
Text 320,16,Score,1
Return
In the EnemyX and EnemyY lines, the Sin and Cos commands always work with Angle as a simple number.
If you multiply the Angle in either of the Sin or Cos, the movement of the enemies changes, and they no longer do a simple circle.

Ooh, they can do different paths!