Move SpawnAsteroid event into events.rs
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@@ -8,8 +8,7 @@ use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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GameAssets, Lifetime, WorldSize, config::ASTEROID_LIFETIME, events::AsteroidDestroy,
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physics::Velocity,
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config::ASTEROID_LIFETIME, events::{AsteroidDestroy, SpawnAsteroid}, physics::Velocity, GameAssets, Lifetime, WorldSize
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};
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#[derive(Component, Deref, DerefMut)]
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@@ -51,13 +50,6 @@ impl AsteroidSpawner {
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}
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}
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#[derive(Event)]
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pub struct SpawnAsteroid {
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pos: Vec2,
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vel: Vec2,
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size: AsteroidSize,
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}
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/// Update the asteroid spawn timer and spawn any asteroids
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/// that are due this frame.
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pub fn tick_asteroid_manager(
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@@ -1,5 +1,7 @@
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use bevy::prelude::*;
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use crate::asteroids::AsteroidSize;
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/// Signals that the player's ship has been destroyed.
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/// Used when the player collides with an asteroid.
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#[derive(Event)]
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@@ -10,6 +12,13 @@ pub(crate) struct ShipDestroy;
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#[derive(Event)]
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pub(crate) struct AsteroidDestroy(pub Entity);
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#[derive(Event)]
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pub struct SpawnAsteroid {
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pub pos: Vec2,
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pub vel: Vec2,
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pub size: AsteroidSize,
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}
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// TODO: BulletDestroy
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// Which depends on the still-pending Bullet component creation.
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@@ -73,7 +73,7 @@ impl Plugin for AsteroidPlugin {
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)
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.run_if(in_state(GameState::Playing)),
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)
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.add_event::<asteroids::SpawnAsteroid>()
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.add_event::<events::SpawnAsteroid>()
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.add_event::<events::AsteroidDestroy>()
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.add_event::<events::ShipDestroy>()
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.add_event::<events::BulletDestroy>();
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