Physics Collider help


hi, can anybody please help out with this problem of the physics box collider?

What version of Cocos Creator?

What is the problem you are experiencing?

Cocos creator 2.4.5
The brick actually should not go outside the wall but it is going outside both brick and wall are rigid body and physics box Collider and brick includes touch functions for movement I have enabled collision logic as well in Cocos creator
Did you get any insight of my problem?
Can you please help me out

this is a code of green brick

// var touched;
let sound = {
BUTTON : “Texture/sound/gamewin”,
}
cc.Class({
extends: cc.Component,

properties: {

},
// LIFE-CYCLE CALLBACKS:
onLoad: function() {
    cc.director.getCollisionManager().enabled = true;
    cc.director.getCollisionManager().enabledDebugDraw = true;
    // this.touchingNumber = 0;

    cc.director.getPhysicsManager().enabled = true;

    this.registerEvent();
    // this.touchEnd = true;
},
init(gamecontroller){

    this.gamecontroller = gamecontroller;
},

onCollisionEnter: function (other) {
},

onCollisionStay: function (other) {
},

onCollisionExit: function () {
 
},

Hide_Window(){

    this.playSound(sound.BUTTON);   
    cc.tween(this.node)
    .to(0.6,{ scale:0.2, opacity:0 },{ easing: "elasticOut" })
    .call(() => { this.node.active = false; })
    .start();
},

onBeginContact(contact, self, other) {
    switch (other.tag) {
        case 1:
            this.gamecontroller.onMoveBlockContactTerminateBox(self.node, other.node);
            this.Hide_Window();
            break;
    }
        
},

registerEvent(){
        this.node.on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this);
        this.node.on(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this);
        this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
        this.node.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
},

onTouchStart: function(event){        
    // console.log(event.target.x);
    // console.log(event);
    
},

onTouchEnd: function(event){
    var  we_pos = event.target.x;
    // console.log(we_pos);

    if(we_pos > -160 & we_pos <= -76 ){

                var action = cc.speed(cc.moveTo(4, -160, 69));
                // execute the action
                this.node.runAction(action);
                // console.log(1);
            }

    else if(we_pos > -76 & we_pos <= 87){
                var action = cc.speed(cc.moveTo(4, 0, 69));
                this.node.runAction(action);
                // console.log(2);
                
                // this.node.stopAction(action);
        
               }

   else if(we_pos >= 0 & we_pos <= 87){
            var action = cc.speed(cc.moveTo(4, 0, 69));
            this.node.runAction(action);
            // console.log(3);
            
        }

   else if(we_pos > 87 ){
            var action = cc.speed(cc.moveTo(4, 170, 69));
            this.node.runAction(action);
            // console.log(4);
            
        }
        // this.touchEnd = true;
},

onTouchCancel: function(event){
    // console.log("cc.Node.EventType.TOUCH_CANCEL called");
},

onTouchMove: function(event){
    // var w_pos = event.getLocation();
    var delta = event.getDelta();
    this.node.x += delta.x;
},

playSound : function(name){
    cc.loader.loadRes(name, cc.AudioClip, function (err, clip) {
        var audioID = cc.audioEngine.playEffect(clip, false);
    });
},

});

this is a code of white brick

var touched;
cc.Class({
extends: cc.Component,
properties: {

},
// LIFE-CYCLE CALLBACKS:

onLoad: function() {

    cc.director.getCollisionManager().enabled = true;
    cc.director.getCollisionManager().enabledDebugDraw = true;
    // this.touchingNumber = 0;

    cc.director.getPhysicsManager().enabled = true;

    this.registerEvent();
    this.touchEnd = true;
},

init(gamecontroller){
    this.gamecontroller = gamecontroller;
},

onCollisionEnter: function (other) {
    console.log('on collision enter');
    touched = true;
    this.touchEnd = false;
},

onCollisionStay: function (other) {
    // console.log('on collision stay');
},

onCollisionExit: function () {
},

registerEvent(){
    this.node.on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this);
    this.node.on(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this);
    this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
    this.node.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
},

onTouchStart: function(event){
},

onTouchEnd: function(event){
    var  we_pos = event.target.y;
    // var  we_pos2 = this.node.getPosition();
    // console.log(we_pos2.y);

    if(we_pos < 141.5 & we_pos < 70 & we_pos > -11 ){
            var action = cc.speed(cc.moveTo(4, 81, -11));
            // execute the action
            this.node.runAction(action);
    }

    else if(we_pos > -11){
            var action = cc.speed(cc.moveTo(4, 81, 155));
            // execute the action
            // console.log(2);
            this.node.runAction(action);
    }

    else if(we_pos > 155){
        var action = cc.speed(cc.moveTo(4, 81, 155));
        // execute the action
        // console.log(2);
        this.node.runAction(action);
}

   else if(we_pos < -11 & we_pos > -96 ){
            var action = cc.speed(cc.moveTo(4, 81, -11));
            this.node.runAction(action);
   }

   else if(we_pos < -96 ){
            var action = cc.speed(cc.moveTo(4, 81, -162.5));
            this.node.runAction(action);
            // console.log(4);
   }

   else if(we_pos > -166 ){
            var action = cc.speed(cc.moveTo(4, 81, -11));
            this.node.runAction(action);
            // console.log(5);
   }
   this.touchEnd = true;
//    console.log(1);
},

onTouchCancel: function(event){
    console.log('touch cancelled');
},

onTouchMove: function(event){
    if(touched === true & !this.touchEnd){
        console.log(1);
        var  we_pos1 = event.target.y;
        // console.log(we_pos1);
        // y1 = we_pos1 - 6;
        // console.log(y1);
        // var action = cc.moveTo(81, y1);
        // this.node.runAction(action);
    // this.touchEnd = true;
    }

    else{
        console.log(2);
        var delta = event.getDelta();
        this.node.y += delta.y;
    }
},

});

Any help is greatly appreciated.