Create edit mode boolean in LevelScreen and commands to flip it
Turn off gravity in edit mode
Disable player controls in edit mode
Set up input for edit mode
Spawn a ui button for every entity when in edit mode
Revert some unnecessary changes

We gon' use scene2d.ui instead of querying the world for the locations
of entities.
Remove logging
Hook up inputprocessor for the edit stage

EditModeInputProcessor is used so that we don't get an NPE when trying
to click on a stage that has not yet been created.
Merge branch 'develop' into leveleditor
Buttons stay in the same positions as their associated Entities
Don't update level timer in edit mode
Very bad and glitchy movement of entities
Dragging entities works!

Gdx.input.getX() and Y() are used because the x and y values from
touchDragged() and touchUp() are not behaving as expected..

If the button position is changed in touchDragged(), strange behavior
starts to happen. Therefore, the button position is only changed on
touchUp().
Merge branch 'develop' into leveleditor
Create EntityData class for use when saving levels
Prove that EntityData can be used
Move EntityData to main package, remove EntityFixtureDef
More stuff for saving levels
add isSpecial to EntityData

If an entity is special, it should only be instantiated via code, and
therefore should not be saved when saving levels.
Skip saving special entities