Let’s call the game “Cleared 4”.
This is an excellent game concept! I can help you break this down into a structured plan using Godot 4.2’s features, ensuring a smooth implementation of your Air Traffic Control Simulator. Here’s a detailed breakdown of how to organize this game and its components.
1. Node Structure
The game’s node structure should prioritize clarity and scalability, allowing you to expand on your simulation with ease. Here’s the recommended node hierarchy:
Main Scene (root)
Main (Node2D)
├── Background (ColorRect) - For black night sky/radar background.
├── RadarScreen (Node2D) - Handles the radar display and drawing airplanes, airports, etc.
│ ├── Airplanes (Node2D) - Contains all airplane instances.
│ │ ├── Airplane1 (Airplane scene instance)
│ │ ├── Airplane2 (Airplane scene instance)
│ │ └── ... (additional airplanes as needed)
│ ├── Airports (Node2D) - Contains static representations of airports.
│ │ ├── Airport1 (Airport scene instance)
│ │ ├── Airport2 (Airport scene instance)
│ │ └── ... (additional airports as needed)
│ └── RadarOverlay (CanvasLayer) - For radar grid, sector boundaries, etc.
├── CommandConsole (Control) - UI for the input command line and log.
│ ├── InputField (LineEdit) - For player commands.
│ ├── TransmissionLog (TextEdit) - For displaying communications.
├── UI (Control) - General HUD/UI for score, pause menu, or game settings (if needed).
└── GameLogic (Node) - Handles game logic, parsing commands, updating airplane states, etc.
2. Scenes and Scripts
To maximize modularity, use separate scenes for recurring elements like airplanes and airports. Here’s how to structure them:
Airplane Scene (Airplane.tscn)
- Node Structure:
Airplane (Node2D)
├── Arrow (Line2D) - Represents the vector arrow for the airplane.
├── LabelContainer (Node2D)
│ ├── CallsignLabel (Label) - Displays the callsign above the airplane.
│ └── InfoLabel (Label) - Displays altitude, heading, and speed below the airplane.
- Script (Airplane.gd):
extends Node2D
# Variables for airplane properties
@export var callsign: String = "H332"
@export var type: String = "H" # "H" = Heavy, "M" = Medium, "L" = Light
@export var altitude: int = 15000
@export var target_altitude: int = 25000
@export var speed: int = 350
@export var heading: float = 90.0 # Degrees
func _ready():
update_arrow()
update_labels()
func update_arrow():
var line_width = 6 if type == "H" else 4 if type == "M" else 2
$Arrow.width = line_width
$Arrow.default_color = Color.WHITE if type == "H" else Color.YELLOW if type == "M" else Color.GREEN
func update_labels():
$LabelContainer/CallsignLabel.text = callsign
$LabelContainer/InfoLabel.text = "%d ↑ %d @ %d" % [altitude, target_altitude, speed]
func set_altitude(new_altitude: int):
altitude = new_altitude
update_labels()
func set_speed(new_speed: int):
speed = new_speed
update_labels()
func set_heading(new_heading: float):
heading = new_heading
rotation_degrees = heading - 90 # Rotate arrow to match heading
Airport Scene (Airport.tscn)
- Node Structure:
Airport (Node2D)
├── Runway (Line2D) - Represents the static runway.
├── Taxiways (Node2D) - Contains Line2D nodes for taxiways.
└── Label (Label) - Displays airport name/ID.
- Script (Airport.gd):
extends Node2D
@export var airport_id: String = "ABC"
@export var runway_length: int = 3000 # Length in meters
func _ready():
$Label.text = airport_id
3. UI Design
Command Console
- Node Structure:
CommandConsole (Control)
├── InputField (LineEdit)
└── TransmissionLog (TextEdit)
- Script (CommandConsole.gd):
extends Control
func _ready():
$InputField.connect("text_submitted", self, "_on_command_entered")
func _on_command_entered(command: String):
# Example: Parse a command like "332 TL 22 110"
var parts = command.strip_edges().split(" ")
if parts.size() < 4:
append_log("Invalid command: %s" % command)
return
var callsign = parts[0]
var action = parts[1]
var value1 = parts[2].to_float()
var value2 = parts[3].to_int()
emit_signal("command_received", callsign, action, value1, value2)
append_log("You: %s" % command)
func append_log(message: String):
$TransmissionLog.append_text("%s\n" % message)
Radar Screen
- RadarOverlay: Use a
CanvasLayer
with a Draw
function to draw radar grids and sector boundaries dynamically.
4. Game Logic
The GameLogic node will handle command parsing, airplane updates, and collision detection.
extends Node
func _ready():
$CommandConsole.connect("command_received", self, "_on_command_received")
func _on_command_received(callsign: String, action: String, value1: float, value2: int):
var airplane = $RadarScreen/Airplanes.get_node_or_null(callsign)
if airplane == null:
$CommandConsole.append_log("Airplane %s not found." % callsign)
return
match action:
"TL": # Turn Left
airplane.set_heading(value1)
"AS": # Adjust Speed
airplane.set_speed(value2)
"AL": # Adjust Altitude
airplane.set_altitude(value2)
_:
$CommandConsole.append_log("Unknown action: %s" % action)
$CommandConsole.append_log("Command executed: %s %s %f %d" % [callsign, action, value1, value2])
5. Visual Enhancements
- Use
Line2D
nodes for smooth arrow visuals and runway lines.
- Implement a
CanvasLayer
for the radar grid with custom drawing in _draw()
.
- Add animations or effects for airplane movement using
Tween
or the AnimationPlayer.
6. Additional Features (Optional)
- Sector Boundaries: Draw restricted zones with
Polygon2D
or Line2D
.
- Collision Detection: Use
Area2D
for proximity alerts.
- AI Planes: Add automated airplane behavior for realism.
Conclusion
This structure ensures flexibility and clarity. Would you like me to dive deeper into any specific part, such as command parsing, airplane movement, or drawing the radar grid? Let me know!