   end
 
   defp check_for_collisions(game, game_pid) do
-    all_asteroids = Map.values(game.state.asteroids)
-    # TODO move to game process
-    all_bullets = Map.values(game.state.bullets) |> Enum.reject(fn b -> b == :spawn end)
-    all_ships = Map.values(game.state.ships)
+    # TODO move to game process (remove spawns)
+    all_asteroids = Map.values(game.state.asteroids) |> remove_spawns()
+    all_bullets = Map.values(game.state.bullets) |> remove_spawns()
+    all_ships = Map.values(game.state.ships) |> remove_spawns()
 
     bullet_ships = detect_bullets_hitting_ships(all_bullets, all_ships)
     # List of {BulletLoc, Ship Tuple}

  """
  def bullet_hits_ship?(bullet, ship) do
    %{pos: %{x: bx, y: by}} = bullet
    {_ship_id, _tag, sx, sy, sr, _, _} = ship

    sq(bx - sx) + sq(by - sy) < sq(sr)
  end


  defp handle_bullets_hitting_ships(game, bullet_ships, game_pid) do
    Enum.each(bullet_ships, fn {b, s} ->
      Game.Server.say_player_shot_ship(game_pid, b.id, s.id)
    end)

    bullet_ships
