Rect collision (colliderect) is the fast default; circle collision compares center distance to summed radii; mask collision is pixel-perfect but slow. Hitboxes deal damage, hurtboxes receive it, and trigger zones detect overlap without physical response.
1-B 2-B 3-B 4-A | 5 pixel 6 deals 7 = if player.rect.colliderect(enemy.rect): 8 = it compares actual non-transparent pixels between two images every check, far more computation than comparing four rectangle edge values 9 = only check objects that are near each other (e.g. grid/spatial partitioning or a broad distance check) instead of comparing every object against every other object each frame | 10 = a rectangular bounding box includes the empty corner space around a round sprite, so the player can trigger a "collision" while only touching that empty corner area; circle collision compares actual center-to-center distance against the combined radii, matching the coin's real round shape