I have a block that can be dragged, so it has a kind of collider created using
Phaser.Geom.Polygon
. Can I make a working definition of a collision and block movement to the appropriate point without connecting physics engines? If so, how? My system, created at the moment, is functioning, but it does not take into account the fact that the colliders have slightly smoothed corners compared to ordinary squares, and it is based on the position of the object in the inner grid. I am trying to ensure that the blocks can “slide” along smoothed edges without blocking movement, if possible.