diff --git a/README.md b/README.md
index 1bee3c3..ed73763 100644
--- a/README.md
+++ b/README.md
@@ -13,7 +13,7 @@
* more filters
* despawn black characters
* despawn character when too far
-* level design
+* more levels
* (?) multiplayer
* more audio
* "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
* **Move selection**: arrows to move one step, Shift+arrows to move continuously
* **Delete selection**: delete
+* **Add objects**: P=platform, C=character, A=absorbing filter, R=rotating filter
* **Move camera**: CTRL+arrows
* **Save**: CTRL+S
diff --git a/src/editor.rs b/src/editor.rs
index 8474c1d..28dd89d 100644
--- a/src/editor.rs
+++ b/src/editor.rs
@@ -23,7 +23,8 @@ impl Plugin for EditorPlugin {
.with_system(move_system)
.with_system(input_control_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(
mut meshes: ResMut<Assets<Mesh>>,
mut follower_query: Query<(&mut Transform, &mut Mesh2dHandle, &mut Size, &Ends)>,