Despawn the player when exiting the Playing state
Closes #21: Despawn player ship when exiting `GameState::Playing` I've also moved the `fn despawn<T>` utility to the lib.rs module.
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@@ -51,6 +51,7 @@ impl Plugin for AsteroidPlugin {
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.init_resource::<GameAssets>()
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.add_systems(Startup, spawn_camera)
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.add_systems(OnEnter(GameState::Playing), objects::spawn_player)
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.add_systems(OnExit(GameState::Playing), despawn::<Ship>)
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.add_systems(
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FixedUpdate,
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(
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@@ -84,6 +85,14 @@ impl Plugin for AsteroidPlugin {
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}
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}
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/// Despawns entities matching the generic argument. Intended to remove UI
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/// elements.
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pub(crate) fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
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for entity in to_despawn {
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commands.entity(entity).despawn();
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}
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}
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/// The game's main state tracking mechanism, registered with Bevy as a [`State`](`bevy::prelude::State`).
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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pub enum GameState {
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@@ -3,6 +3,7 @@ use std::ops::DerefMut;
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use crate::{
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GameState,
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config::{UI_BUTTON_HOVERED, UI_BUTTON_NORMAL, UI_BUTTON_PRESSED},
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despawn,
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resources::{Lives, Score},
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};
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@@ -105,14 +106,6 @@ struct CountdownText;
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#[derive(Component)]
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struct CountdownBar;
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/// Despawns entities matching the generic argument. Intended to remove UI
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/// elements.
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fn despawn<T: Component>(mut commands: Commands, to_despawn: Query<Entity, With<T>>) {
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for entity in to_despawn {
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commands.entity(entity).despawn();
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}
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}
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/// Utility function for creating a standard button.
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fn button_bundle(text: &str) -> impl Bundle {
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(
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