fix: Improve corridor generation logic to ensure minimum segment length
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# Shadow Pixel Run
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Shadow Pixel Run is a 2D pixel art game built with Godot 4.6.
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## Features
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- Procedural dungeon generation with rooms and corridors
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- Retro pixel art visuals (640×360 viewport, 4× window scale)
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- Player movement and tile-based world
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- Seamless auto-connected walls and floor tiles
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## Project Structure
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- **Main scene:** `scenes/world.tscn` (Node2D with `FloorLayer`, `MapLayer`,)
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- **Player:** `CharacterBody2D` at `scenes/world.tscn > Player`, script: `scripts/actors/player.gd`
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- **Scripts:** All under `scripts/` (organized by category)
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- **Assets:** All under `assets/sprites/` (Godot auto-generates `.import` files; do not edit these manually)
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- **Tilemaps:**
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- `FloorLayer`: `office_floor.png` (single-tile floor atlas)
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- `WallLayer`: `office_walls.png` (auto-connected terrain tileset)
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## Controls
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Left mouse button
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## Art & Assets
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- All sprites and tilesets are in `assets/sprites/` and `assets/tilesets/`
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- Pixel art style, 32×32 tile atlases
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## License
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See LICENSE and THIRDPARTY.md for asset and code licensing details.
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