--- id: GAL-56 title: Score resource does not reset on game restart status: Done parent: GAL-50 labels: [bug, ui] --- # GAL-56: Score resource does not reset on game restart The `restart_game_system` in `src/game_state.rs` only resets `RestartPressed` and transitions to `Playing`. It does not reset `Score`, `PlayerLives`, `CurrentStage`, or `FormationState` resources. This means on subsequent games after the first, `Score` retains the previous game's final score. The Game Over screen shows the cumulative total ("Your Score") rather than the current game's score, and `check_high_score` (from GAL-53) compares against the accumulated score instead of the current game's score. ## Acceptance criteria - [x] Restarting from `GameOver` resets `Score.value` to 0. - [x] Restarting resets `PlayerLives.count` to starting value. - [x] Restarting resets `CurrentStage.number` to 1. - [x] Restarting resets `FormationState` to default. - [x] Restarting despawns all `Enemy`, `Bullet`, `EnemyBullet`, `Explosion`, and `TractorBeam` entities. ## Code context **`src/game_state.rs`** (restart system, current state): ```rust pub fn restart_game_system( mut next_state: ResMut>, mut restart: ResMut, ) { if restart.pressed { restart.pressed = false; next_state.set(AppState::Playing); } } ``` No resource reset logic exists. The `cleanup_game_entities` system runs on `OnExit(Playing)` but does not reset resources. ## Comments - 2026-05-09 — Status set to In Progress. - 2026-05-09 — Branch `opencode/clever-wolf`, commit 933d23c — Score, lives, stage, and formation reset on restart; explosions despawned on cleanup ## Integration test hints - Build `App`, transition to `Playing`, set `Score = 5000`, transition to `GameOver`, restart, assert `Score.value == 0`.