   How do i place my charcter Currectly in the "map"?
  here is the image:What i need to do is you see the position of my character? i need to place him on the map correct:the desert is the viewthe brown is the map and the black stroke of the map is where the map ends (including the black stroke)i need to place the character on top of the black stroke currectthanks in advanced   
  Obviously you need to find the height of the line in the position that the character is in.This is dependant on how the line is drawn, you need to find the y coordinate of the line at the same x coordinate as your character.Then set your characters y coordinate to the lines y coordinate plus the height of your character.Sorry if that was a bit vague or confusing, but it is 3 AM here.   ;  it is correct for this map but lets say this is my map:you see:your explain is only good if i have a map that i need to position the player in the correct y of the map but what if i need to position the player in the correct x and y of the map? is it even possible to do this? i guess it is but the game would be a lot slow i think the new algorithm will slow it like this:the time it took to find the y in the other map ^ 2so it will probably take a lot of timeis there a good algorithm for this map?[Edited by - dinbrca on June 28, 2009 6:39:26 AM];  Why don't you just save the starting position for each map? Or isn't that what you're trying to do?   ;  i thought of that but i think i would want it to be more customized what do u think?   ;  If I were you I'd save the position for each map. Even if you were to make a level editor, it would be easy to define the starting point so I don't see a problem.   ;  If I were making this game, in addition to storing the starting position of the player I would have an editor to define collision line segments on the level. Each line segment would have a starting point and end point and from that we could calculate the normal (for collision response) and for collision detection we could test to see if our object intersects a line segment. Then you could do some sort of culling routine to reduce the amount of line segments needing to be tested.   