2026-05-27 01:42:45 +10:00
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extends Control
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var taskbar_height : int = 50
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@export var bar: TextureProgressBar
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2026-05-29 02:00:57 +10:00
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@export var label: Label
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2026-05-27 01:42:45 +10:00
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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position.y = 0
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var screen_size : Vector2i = DisplayServer.screen_get_size()
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#DisplayServer.window_set_size(Vector2i(screen_size.x, 10))
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#size.x = screen_size.x
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#size.y = 10
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#DisplayServer.window_set_min_size(Vector2i(1,1))
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get_window().min_size = Vector2i(1,1)
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get_window().size = Vector2i(screen_size.x, 10)
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DisplayServer.window_set_position(Vector2i(0,screen_size.y-10-taskbar_height))
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position.y = 0
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#position = Vector2i(0,screen_size.y-10-taskbar_height)
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#get_window().size = Vector2i(screen_size.x, 10)
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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var days : float = (Time.get_unix_time_from_system() + (60*60*10)) / 86400
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var offset : float = 0.5 # 0 = midday, 12 = midnight
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# bar should fill from 11:30pm (11.5) -> 1:30am (13.5)
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var current_day : float = fmod(days + offset,1)
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var mini_hour : float = 1.0/24.0
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bar.max_value = mini_hour * 13.5
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bar.min_value = mini_hour * 11.5
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bar.value = current_day
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2026-05-29 02:00:57 +10:00
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#label.text = Time.get_datetime_string_from_system()
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#Time.
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2026-05-27 01:42:45 +10:00
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#print(current_day)
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if (bar.value >= 0.50):
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bar.modulate = Color.RED
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else:
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bar.modulate = Color.DODGER_BLUE
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#var screen_size : Vector2i = DisplayServer.screen_get_size()
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#DisplayServer.window_set_size(Vector2i(screen_size.x, 10))
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#get_window().size = Vector2i(screen_size.x, 10)
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pass
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