Index: code/branches/Asteroid_HS17/src/modules/asteroids/Asteroids.cc
===================================================================
--- code/branches/Asteroid_HS17/src/modules/asteroids/Asteroids.cc	(revision 11528)
+++ code/branches/Asteroid_HS17/src/modules/asteroids/Asteroids.cc	(revision 11541)
@@ -69,8 +69,7 @@
 
     //spawnt durch den Timer Asteroiden, denk dran, dass falls ein Asteroid stirbt er in 2 teile geteilt wird
-    Asteroids::spawnStone(){
-        if(getPlayer() == nullptr){
-            return;
-        }
+    void Asteroids::spawnStone()
+    {
+        if(getPlayer() == nullptr) return;
 
         AsteroidsStone* newStone;
@@ -78,29 +77,4 @@
         newStone->addTemplate("asteroidsstone");
         newStone->setAsteroidsPlayer(player);
-    }
-
-        void Invader::spawnEnemy()
-    {
-        if (getPlayer() == nullptr)
-            return;
-
-        for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++)
-        {
-            InvaderEnemy* newPawn;
-            if (rand() % 42/(1 + level*level) == 0)
-            {
-                newPawn = new InvaderEnemyShooter(this->center_->getContext());
-                newPawn->addTemplate("enemyinvadershooter");
-            }
-            else
-            {
-                newPawn = new InvaderEnemy(this->center_->getContext());
-                newPawn->addTemplate("enemyinvader");
-            }
-            newPawn->setInvaderPlayer(player);
-            newPawn->level = level;
-            // spawn enemy at random points in front of player.
-            newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
-        }
     }
 
@@ -155,5 +129,6 @@
     {
         lives = 0;
-    };
+    }
+
     void Asteroids::start()
     {
Index: code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsCenterPoint.h
===================================================================
--- code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsCenterPoint.h	(revision 11528)
+++ code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsCenterPoint.h	(revision 11541)
@@ -60,4 +60,10 @@
                 { return Vector2(this->width_, this->height_); }
 
+            float getFieldWidth() const
+            {return this->width_;}
+
+            float getFieldHeight() const
+            {return this->height_;}
+            
         private:
             void checkGametype();
Index: code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsShip.cc
===================================================================
--- code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsShip.cc	(revision 11528)
+++ code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsShip.cc	(revision 11541)
@@ -18,18 +18,24 @@
     {
         RegisterObject(AsteroidsShip);
-        /*radius = 20;
-        x = getPosition().x;
-        y = getPosition().y;
-        dx = 3.0f;
-        dy = 3.0f;
-        angle= 0.0f;*/
 
-        speed = 830;
+        angle= 0.0f;
+
+
+
         isFireing = false;
-        damping = 10;
+        damping = 0.90;
 
         lastTimeFront = 0;
         lastTimeLeft = 0;
         lastTime = 0;
+
+        height = this->getGame()->center_->getFieldHeight();
+        width = this->getGame()->center_->getFieldWidth();
+
+        force.x =0;
+        force.y =0;
+
+        velocity.x = 0;
+        velocity.y = 0;
 
     }
@@ -47,66 +53,37 @@
     void AsteroidsShip::tick(float dt)
     {
-        /*Movement computation
+        //Movement computation beachte Beschleunigung?
         Vector3 pos = getPosition();
 
-        dx *= damping;
-        dy *= damping;
-
-        float speed = sqrt(dx*dx+ dy*dy);
+        float speed = sqrt(velocity.x*velocity.x+ velocity.y*velocity.y);
         if(speed > maxspeed)
         {
-            dx *= maxspeed/speed;
-            dy *= mayspeed/speed;
+            velocity.x *= maxspeed/speed;
+            velocity.y *= mayspeed/speed;
         }
 
-        x += dx;
-        y += dy;
+        pos.x += velocity.x*dt;
+        pos.y += velocity.y*dt;
 
-        if(x>W) x=0;
-        if(x<0) x=W;
-        if(y>H) y=0;
-        if(y<0) y=H;
-        setPosition(x,y,0);
 
-        //roll? muss sich das Raumschiff drehen?
-        setOrientation(angle, x, y, 0);
+        //haelt ship innerhalb des Kamerafensters
+        if(x>width) x=0;
+        if(x<0) x=width;
+        if(y>height) y=0;
+        if(y<0) y=height);
+
 
         //Schiessen wenn geschossen wurde
         // shoot!
+/*
         if (isFireing)
             ControllableEntity::fire(0);
-        
-        //Leben verloren */
-        Vector3 pos = getPosition();
-
-        //Movement calculation
-        lastTimeFront += dt * damping;
-        lastTimeLeft += dt * damping;
-        lastTime += dt;
-
-        velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f);
-        velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f);
+        */
 
         //Execute movement
         if (this->hasLocalController())
         {
-            float dist_y = velocity.y * dt;
-            //float dist_x = velocity.x * dt;
-            if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6)
-                posforeward += dist_y;
-            else
-            {
-                velocity.y = 0;
-                // restart if game ended
-/*
-                if (getGame())
-                    if (getGame()->bEndGame)
-                    {
-                        getGame()->start();
-                        return;
-                    }*/
-            }
-
-            pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt;
+            force.x += 1;
+            force.y += 1;
 
         }
@@ -118,6 +95,6 @@
         if (camera != nullptr)
         {
-            // camera->setPosition(Vector3(-pos.z, -posforeward, 0));
-            camera->setOrientation(Vector3::UNIT_Z, Degree(0));
+            camera->setPosition(Vector3(0,cameradistance, 0));
+            camera->setOrientation(Vector3::UNIT_Z, Degree(90));
         }
 
@@ -130,21 +107,25 @@
         }
 
+        velocity.x *= damping;
+        velocity.y *= damping;
+
         setPosition(pos);
         setOrientation(Vector3::UNIT_Y, Degree(270));
 
         SUPER(AsteroidsShip, tick, dt);
+
     }
 
     void AsteroidsShip::moveFrontBack(const Vector2& value)
     {
-
-
+        velocity.x += 1;
     } 
 
-    void AsteroidsShip::moveFrontBack(const Vector2& value)
+    void AsteroidsShip::moveUpDown(const Vector2& value)
     {
+        velocity.y +=1;
 
     }
-    void AsteroidsShip::moveFrontBack(const Vector2& value)
+    void AsteroidsShip::moveFrontLeftRight(const Vector2& value)
     {
 
Index: code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsShip.h
===================================================================
--- code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsShip.h	(revision 11528)
+++ code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsShip.h	(revision 11541)
@@ -72,10 +72,15 @@
             int lives;
             float angle, radius;
-            float speed, damping, posforeward;
+            float damping, posforeward;
             bool isFireing;
+            float dx, dy;
+            const float maxspeed = 500;
+            const float cameradistance = 100;
 
             //Nachschauen wie gross das Spielfeld ist!
-            float H = 1000;
-            float W = 1000;
+            float height;
+            float width;
+
+
 
         protected:
@@ -88,9 +93,9 @@
             Camera* camera;
             float lastTimeFront, lastTimeLeft, lastTime;
-            struct Velocity
+            struct Vector
             {
                 float x;
                 float y;
-            } velocity, desiredVelocity;
+            }force, velocity
             
     };
Index: code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.cc
===================================================================
--- code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.cc	(revision 11528)
+++ code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.cc	(revision 11541)
@@ -39,4 +39,5 @@
 #include "util/Math.h"
 
+
 namespace orxonox
 {
@@ -47,19 +48,35 @@
         RegisterObject(AsteroidsStone);
 
-
-
         maxspeed = 50.0f;
-        //Random Spawn? pos= random?
+        //Random Spawn? pos= random? -> spawn durch timer in der Asteroids Klasse
         this->setPosition(rnd(0, fieldWidth_), rnd(0, fieldHeigth_), 0);
-		if(r){
-			this.r = r*0.5;
-		}else{
-			this.r = rnd(15, 50);
-		}
 
 		//random Geschwindigkeit und Richtung
 		velocity.x = rnd(0, maxspeed);
 		velocity.y = rnd(0, maxspeed);
+        this->context = context;
     }
+
+    void Asteroids::death()
+    {
+        if(this->size == 1){
+            Pawn::death();
+        }else if(this->size == 2){
+            Pawn::death();
+
+            //Wie mache ich das ? Eigentlich in der game Klasse? sonst zeigt der Pointer auf einen falschen Bereich
+
+            for(int i = 0; i<2; i++)
+            {
+                AsteroidsStone* newStone;
+                newStone = new AsteroidsStone(this->context);
+                newStone->addTemplate("asteroidsstone");
+                newStone->setAsteroidsPlayer(player);
+            }
+
+        }
+    }
+
+
 //Bis hier geschrieben
     void AsteroidsStone::tick(float dt)
@@ -67,5 +84,9 @@
     	Vector3 pos = this->getPosition();
     	pos.x += velocity.x*dt;
-    	pos.y += velocity.y*dt;
+    	pos.z += velocity.y*dt;
+
+        if(pos.y != 0){
+            pos.y=0;
+        }
         setPosition(pos);
         SUPER(AsteroidsStone, tick, dt);
Index: code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.h
===================================================================
--- code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.h	(revision 11528)
+++ code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.h	(revision 11541)
@@ -38,4 +38,5 @@
 
 #include "worldentities/Pawn.h"
+#include "core/object/Context.h"
 
 namespace orxonox
@@ -47,10 +48,14 @@
             virtual void tick(float dt) override;
 
-            //Radius of the asteroid
-            float r;
+            //Es gibt 3 Groessen von Meteroiden gross, mittel, klein, gross ->2 mittleren, mittel -> 2 kleinen, kleine-> verschwinden
+            int size;
             int level;
             virtual void setAsteroidsPlayer(AsteroidsShip* player){this->player = player;}
 
+
         protected:
+
+            virtual void death() override;
+
 
             //herausfinden->ueber Kamera Einstellung wie bei Pong?
@@ -59,4 +64,7 @@
             Vector2 velocity;
             float maxspeed;
+
+        private:
+            Context* context;
     };
 }
