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