autoformat
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@@ -1,5 +1,5 @@
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//! Systems, Components, and any other items for powering the game logic.
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//!
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//!
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//! Where the objects (ship, asteroid, etc) carry their own behavioral systems,
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//! the *game* keeps its main logic here. Its for ambient behaviors, like
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//! asteroid spawning, or eventually the flying saucer spawns.
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@@ -11,10 +11,10 @@ use bevy::prelude::*;
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use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
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/// Asteroid spawning parameters and state.
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///
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///
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/// This struct keeps track of the rng and timer for spawning asteroids. In the
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/// future it may contain additional fields to allow for more control.
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///
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///
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/// It's values are operated by the [`tick_asteroid_manager`] system.
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#[derive(Resource)]
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pub struct AsteroidSpawner {
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