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stefwill bb1c9f9284 feat: Add core map generation and management system
- Introduced MapData, MapGenerator, and MapPainter classes for procedural map generation.
- Implemented LevelManager to handle level initialization and navigation.
- Created TurnManager for managing turn order in a turn-based system.
- Added Player and Enemy character classes with movement and turn-taking capabilities.
- Established pathfinding using AStar2D in PathfindingHandler.
- Integrated new scenes for player and enemy characters, along with world setup.
- Included a new tileset for futuristic Zelda-themed assets.
2026-03-16 16:24:32 +11:00

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CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

Project

Shadow Pixel Run — a 2D pixel art game built with Godot 4.6 (Forward Plus renderer).

Running the Game

# Launch the game
/home/stefwill/Applications/Godot/Godot_v4.6-stable_linux.x86_64 --path .

# Run headless (e.g. for script testing)
/home/stefwill/Applications/Godot/Godot_v4.6-stable_linux.x86_64 --path . --headless

There is no build step — Godot runs the project directly from source.

Architecture

Scene Structure

  • Main scene: scenes/world.tscn — a Node2D containing two TileMapLayer nodes (FloorLayer, WallLayer) and a Player node.
  • Player: CharacterBody2D at scenes/world.tscn > Player, driven by scripts/actors/player.gd.

Scripts

All scripts live under scripts/ organized by category:

  • scripts/actors/ — character scripts (player.gd defines class_name Player extends CharacterBody2D)

Assets

All assets live under assets/sprites/. Godot auto-generates .import files alongside source assets — these are gitignored and should not be manually edited.

Tilemaps

The world uses two TileMapLayer nodes with 32×32 tile atlases:

  • FloorLayeroffice_floor.png, simple single-tile floor atlas
  • WallLayeroffice_walls.png, terrain tileset with corner/edge peering bits for seamless auto-connected walls

Input Map

Defined in project.godot:

  • move_left → A / Left Arrow
  • move_right → D / Right Arrow
  • move_up → W / Up Arrow
  • move_down → S / Down Arrow

Viewport

640×360 with 4× window scale — targets a retro pixel art look. Default texture filter is Linear (set per-sprite if pixelated filtering is needed).