Added a label for the effect timer
It looks a bit weird but I couldn't be bothered to fix it
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@@ -51,8 +51,8 @@ layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -228.0
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offset_right = 720.0
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offset_left = -536.0
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offset_right = 1697.3333
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offset_bottom = 308.0
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grow_horizontal = 2
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scale = Vector2(0.48, 0.48)
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@@ -67,9 +67,9 @@ layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -257.0
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offset_left = -536.0
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offset_top = 148.0
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offset_right = 812.0
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offset_right = 1697.3333
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offset_bottom = 361.0
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grow_horizontal = 2
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scale = Vector2(0.48, 0.48)
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@@ -78,3 +78,20 @@ theme_override_font_sizes/font_size = 156
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text = "High Score: 0"
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="EffectTimerLabel" type="Label" parent="CanvasLayer/ScoreText"]
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layout_mode = 1
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -536.0
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offset_top = 250.00002
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offset_right = 1697.3333
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offset_bottom = 463.0
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grow_horizontal = 2
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scale = Vector2(0.48, 0.48)
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theme_override_fonts/font = ExtResource("4_kldst")
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theme_override_font_sizes/font_size = 156
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text = "{Effect} expires in: {Time}"
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horizontal_alignment = 1
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vertical_alignment = 1
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@@ -5,8 +5,19 @@ public partial class ScoreText : Control {
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public override void _Process(double delta) {
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Label ScoreText = GetNode<Label>("ScoreLabel");
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Label HighScoreText = GetNode<Label>("HighScoreLabel");
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Label EffectTimerText = GetNode<Label>("EffectTimerLabel");
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ScoreText.Text = "Score: " + Globals.Score;
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HighScoreText.Text = "High Score: " + Globals.HighScore;
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if (Globals.ActiveEffect == "none") {
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EffectTimerText.Text = "";
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} else {
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string EffectTimerType = "";
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if (Globals.ActiveEffect == "ultra") {
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EffectTimerType = "Boost";
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}
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EffectTimerText.Text = EffectTimerType + " " + "expires in: " + Math.Floor(Globals.EffectTimer * 10) / 10 + "s";
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}
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}
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}
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