editor: add objects

This commit is contained in:
Pascal Engélibert 2022-08-26 16:43:10 +02:00
parent 139e75786b
commit 585b74bf72
Signed by: tuxmain
GPG key ID: 3504BC6D362F7DCA
2 changed files with 66 additions and 2 deletions

View file

@ -13,7 +13,7 @@
* more filters * more filters
* despawn black characters * despawn black characters
* despawn character when too far * despawn character when too far
* level design * more levels
* (?) multiplayer * (?) multiplayer
* more audio * more audio
* "jumpable" component to avoid jumping on sensors * "jumpable" component to avoid jumping on sensors
@ -56,6 +56,7 @@ Edit the level `N: u32` with the command `bevyjam <N> e`.
* **Select**: left click to select, click in void to deselect, CTRL+click to select many, CTRL+A to select all * **Select**: left click to select, click in void to deselect, CTRL+click to select many, CTRL+A to select all
* **Move selection**: arrows to move one step, Shift+arrows to move continuously * **Move selection**: arrows to move one step, Shift+arrows to move continuously
* **Delete selection**: delete * **Delete selection**: delete
* **Add objects**: P=platform, C=character, A=absorbing filter, R=rotating filter
* **Move camera**: CTRL+arrows * **Move camera**: CTRL+arrows
* **Save**: CTRL+S * **Save**: CTRL+S

View file

@ -23,7 +23,8 @@ impl Plugin for EditorPlugin {
.with_system(move_system) .with_system(move_system)
.with_system(input_control_system) .with_system(input_control_system)
.with_system(follow_ends_system) .with_system(follow_ends_system)
.with_system(remove_system), .with_system(remove_system)
.with_system(spawn_system),
); );
} }
} }
@ -620,6 +621,68 @@ fn remove_system(
} }
} }
fn spawn_system(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
camera_query: Query<&Transform, With<Camera>>,
keyboard_input: Res<Input<KeyCode>>,
mut character_list: ResMut<CharacterList>,
) {
if keyboard_input.pressed(KeyCode::LControl)
|| keyboard_input.pressed(KeyCode::RControl)
|| keyboard_input.pressed(KeyCode::LAlt)
|| keyboard_input.pressed(KeyCode::RAlt)
{
return;
}
let camera_pos = camera_query.single().translation;
if keyboard_input.just_released(KeyCode::P) {
spawn_platform(
&mut commands,
&mut meshes,
&mut materials,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
Vec2 { x: 96., y: 16. },
);
}
if keyboard_input.just_released(KeyCode::C) {
let index = character_list.0.len();
character_list.0.push(spawn_character(
&mut commands,
&mut meshes,
&mut materials,
&asset_server,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
Color::RED,
index,
));
}
if keyboard_input.just_released(KeyCode::A) {
spawn_absorbing_filter(
&mut commands,
&mut meshes,
&mut materials,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
Vec2 { x: 16., y: 96. },
Color::RED,
);
}
if keyboard_input.just_released(KeyCode::R) {
spawn_rotating_filter(
&mut commands,
&mut meshes,
&mut materials,
&asset_server,
Transform::from_xyz(camera_pos.x, camera_pos.y, 0.),
90.,
);
}
}
fn follow_ends_system( fn follow_ends_system(
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
mut follower_query: Query<(&mut Transform, &mut Mesh2dHandle, &mut Size, &Ends)>, mut follower_query: Query<(&mut Transform, &mut Mesh2dHandle, &mut Size, &Ends)>,