     d = World.Point.distance(ox, oy, ax, ay)
 
     theta = :math.atan2(ay - oy, ax - ox)
+
+    theta
     |> World.Velocity.wrap_angle()
     |> World.Velocity.round_theta()
 


  # Asteroids

  defp new_asteroid_in_game(a, game) do
    id = Identifiers.next(game.ids)
    {:ok, pid} = Asteroid.start_link(id, a)
    put_in(game.pids.asteroids[id], pid)
  end

  defp maybe_spawn_asteroid(game) do
    if not_enough_asteroids(game.pids.asteroids) do
      new_asteroid_in_game(Asteroid.random_asteroid, game)
    else
      game
    end
  end

  defp not_enough_asteroids(asteroids) do
    length(Map.keys(asteroids)) < @initial_asteroid_count
  end

  # Game state

                          :ships => %{}},
              :explosions => [],
              :collision_pid => collision_pid,
              :min_asteroid_count => asteroid_count,
              :clock_ms => Clock.now_ms,
              :kby => %{}}
    start_ticker(self(), fps)
