void ProcessCollision(ref ShipComponent ship)
        {
            // Note: we are handling multiple collisions on each frame, make sure state is still valid.
            if (entitiesDB.Exists <ShipComponent>(ship.Collision.EntityId) == false)
            {
                return;
            }
            if (entitiesDB.Exists <ShipComponent>(ship.ID) == false)
            {
                return;
            }

            var     shipLevel      = entitiesDB.QueryEntity <ShipLevelComponent>(ship.ID);
            ref var points         = ref entitiesDB.QueryEntity <PointsComponent>(ship.ID);
 void ProcessCollision(ShipComponent ship)
 {
     ref var coin = ref entitiesDB.QueryEntity <CoinComponent>(ship.Collision.EntityId);