For collisions with nogo areas - take the vector from the character's previous position to their intended position and find the intersection with the shape that is closest to the previous position.
Only needs to be called when the intended position is inside the shape, so not used often, yay. Conserve those cycles like it's 1994 because this might run on arduini
For collisions with nogo areas - take the vector from the character's previous position to their intended position and find the intersection with the shape that is closest to the previous position.