/** * SENIOR ARCHITECT SYSTEM: Mega-Capitalist 3D Core * Architecture: Entity-Component System (ECS) * Implementation: PlayCanvas Framework */ const gameServerURL = "https://your-hostinger-subdomain.com/api"; // backend link var GameManager = pc.createScript('gameManager'); // Attributes define editable properties in a PlayCanvas scene GameManager.attributes.add('cameraEntity', { type: 'entity', title: 'Main Camera' }); GameManager.attributes.add('lightEntity', { type: 'entity', title: 'Sun Light' }); GameManager.attributes.add('uiEntity', { type: 'entity', title: 'UI Overlay' }); GameManager.prototype.initialize = function() { // 1. Scene Initialization this.app.scene.skyboxMip = 2; // High-quality skybox // 2. Viewport Setup (Performance Tip: Avoid complex shaders on mobile) this.app.graphicsDevice.setDepthWrite(true); // 3. Game State & Economy this.empireData = { credits: 1000, shipCount: 1, miningStations: 0 }; // 4. System Initialization (Modules) this.initializeEconomy(); this.initializeFleet(); this.initializeUI(); // 5. Connect to Backend Server this.connectToServer(); }; GameManager.prototype.update = function(dt) { // High-level updates every frame (avoid heavy logic here for performance) this.updateEconomy(dt); }; // ========================================== // Economy Module // ========================================== GameManager.prototype.initializeEconomy = function() { this.creditsPerSecond = 10; this.lastCreditUpdate = 0; }; GameManager.prototype.updateEconomy = function(dt) { this.lastCreditUpdate += dt; if(this.lastCreditUpdate > 1.0) { // Update every second this.empireData.credits += (this.empireData.miningStations * this.creditsPerSecond); this.lastCreditUpdate = 0; this.updateScoreboardUI(); } }; // ========================================== // Fleet Management Module // ========================================== GameManager.prototype.initializeFleet = function() { this.fleetList = []; this.maxShips = 50; // Memory limit // Pool ship entities for(let i=0; i < this.maxShips; i++) { // Here we would create or clone a new entity with a ship model } }; GameManager.prototype.addShip = function() { // Architect Tip: Check performance limits before adding if(this.fleetList.length < this.maxShips) { // Add ship logic (activate from pool) this.empireData.shipCount++; // Trigger server update } }; // ========================================== // UI/Backend Module // ========================================== GameManager.prototype.initializeUI = function() { // Link PlayCanvas entities to screen elements this.scoreText = this.uiEntity.element.findByName('ScoreText'); this.updateScoreboardUI(); }; GameManager.prototype.updateScoreboardUI = function() { if(this.scoreText) { this.scoreText.element.text = `CREDITS: ${this.empireData.credits}`; } }; GameManager.prototype.connectToServer = function() { // Fetch viewer contributions/empire status fetch(gameServerURL + '/empire') .then(response => response.json()) .then(data => { console.log('Empire Status Loaded:', data); this.empireData = data; }) .catch(error => console.error('Server error:', error)); };