There are two basic techniques that most people use, depending on how you do your maps.
You can either have a char based map and set a flag, say "solid" that prevents the character moving into that char.
If it's not solid you take the x coord and work out what y coord works. You use the change in Y as a tool to decide if the character then goes into a special state, say falling or climbing a step.
The second way is used mainly for deformable maps, like worms.
You take the X coord and work out the Y coord that represents, delta y then defines everything. Solidity, falling, etc.
either way delta y is the key factor, it defines everything.
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