Index: code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTest.cc
===================================================================
--- code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTest.cc	(revision 11593)
+++ code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTest.cc	(revision 11608)
@@ -34,5 +34,4 @@
 #include "MiniGameTest.h"
 #include "MiniGameTestShip.h" // Necessary for getPlayer function. Do NOT include this in Header!
-#include "MiniGameTestCube.h"
 #include "core/CoreIncludes.h"
 #include "Highscore.h"
@@ -58,8 +57,6 @@
         // spawn enemy every 3.5 seconds
         //enemySpawnTimer.setTimer(3.5f, true, createExecutor(createFunctor(&MiniGameTest::spawnEnemy, this)));
-        comboTimer.setTimer(3.0f, true, createExecutor(createFunctor(&MiniGameTest::comboControll, this)));
         this->numberOfBots_ = 0; //sets number of default bots temporarly to 0
         this->center_ = nullptr;
-
         this->setHUDTemplate("MiniGameTestHUD");
     }
@@ -90,48 +87,5 @@
     void MiniGameTest::tick(float dt)
     {
-        if (getPlayer() != nullptr)
-        {
-            currentPosition = getPlayer()->getWorldPosition().x;
-            counter = counter + (currentPosition - lastPosition);
-            lastPosition = currentPosition;
-            point = (int) currentPosition;
-            getPlayer()->speed = 830.0f - (point / 1000);
-
-            for(unsigned int i=0; i < cubeList.size();i++)
-            {
-                if(cubeList.at(i)->getPosition().x < currentPosition-3000)
-                {
-                    cubeList.at(i)->destroy();
-                    cubeList.erase(cubeList.begin()+i);
-                }
-            }
-
-            if(counter >= 3000)
-            {
-                counter = 0;
-                for(int i = 0; i<6; i++)
-                {
-                    MiniGameTestCube* cube = new MiniGameTestCube(this->center_->getContext());
-                    cubeList.push_back(cube);
-                    switch(pattern)
-                    {
-                    case 1: cube->addTemplate("MiniGameTestCube01");
-                    break;
-                    case 2: cube->addTemplate("MiniGameTestCube02");
-                    break;
-
-                    }
-
-                    cube->setPosition(getPlayer()->getWorldPosition() + Vector3(5000.0f, 0.0f, -3600.0f + (i*1200)));
-                    //stEntity->setScale3D(50,50,50);
-                }
-
-
-                pattern %= 2;
-                pattern ++;
-
-            }
-
-        }
+        
         SUPER(MiniGameTest, tick, dt);
     }
@@ -155,24 +109,8 @@
     };
 
-    void MiniGameTest::comboControll()
-    {
-        if (b_combo)
-            multiplier++;
-        // if no combo was performed before, reset multiplier
-        else
-            multiplier = 1;
-        b_combo = false;
-    }
-
     void MiniGameTest::start()
     {
         orxout() << "start" << endl;
-        for(unsigned int i=0; i< cubeList.size();i++)
-        {
-            cubeList.at(i)->destroy();
-            cubeList.erase(cubeList.begin()+i);
 
-        }
-        cubeList.clear();
         // Set variable to temporarily force the player to spawn.
         this->bForceSpawn_ = false;
@@ -194,18 +132,4 @@
             this->end();
         }
-
-        // Reset all the cubes
-        /*
-        orxout() << "prespawn" << endl;
-        for(int i=0; i< cubeList.size();i++)
-        {
-            cubeList.at(i)->destroy();
-            cubeList.erase(cubeList.begin()+i);
-        }
-        cubeList.clear();
-        lives = 1;
-        point = 0;
-        lastPosition = 0;
-        */
     }
 
Index: code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTest.h
===================================================================
--- code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTest.h	(revision 11593)
+++ code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTest.h	(revision 11608)
@@ -87,5 +87,4 @@
 
             // checks if multiplier should be reset.
-            void comboControll();
             void costLife();
 
Index: code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTestShip.cc
===================================================================
--- code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTestShip.cc	(revision 11593)
+++ code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTestShip.cc	(revision 11608)
@@ -55,64 +55,4 @@
     void MiniGameTestShip::tick(float dt)
     {
-        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;
-        }
-
-
-        // Camera
-        Camera* camera = this->getCamera();
-        if (camera != nullptr)
-        {
-            // camera->setPosition(Vector3(-pos.z, -posforeward, 0));
-            camera->setOrientation(Vector3::UNIT_Z, Degree(0));
-        }
-
-
-
-        // bring back on track!
-        if(pos.y != 0)
-        {
-            pos.y = 0;
-        }
-
-        setPosition(pos);
-        setOrientation(Vector3::UNIT_Y, Degree(270));
-
-        // Level up!
-        if (pos.x > 42000)
-        {
-            updateLevel();
-            setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0)
-        }
-
         SUPER(MiniGameTestShip, tick, dt);
     }
@@ -125,16 +65,20 @@
     }
 
-    void MiniGameTestShip::moveFrontBack(const Vector2& value)
+/*    void MiniGameTestShip::moveFrontBack(const Vector2& value)
     {
         //lastTimeFront = 0;
         //desiredVelocity.y = value.y * speed * 42;
-
+        orxout() << "FrontBack" << endl;
+        SUPER(MiniGameTestShip, moveFrontBack, value);
     }
 
     void MiniGameTestShip::moveRightLeft(const Vector2& value)
     {
-        lastTimeLeft = 0;
-        desiredVelocity.x = value.x * speed;
+        //lastTimeLeft = 0;
+        //desiredVelocity.x = value.x * speed;
+        orxout() << "RightLeft" << endl;
+        SUPER(MiniGameTestShip, moveFrontBack, value);       
     }
+ */
     void MiniGameTestShip::boost(bool bBoost)
     {
Index: code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTestShip.h
===================================================================
--- code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTestShip.h	(revision 11593)
+++ code/branches/Asteroid_HS17/src/modules/minigametest/MiniGameTestShip.h	(revision 11608)
@@ -55,6 +55,6 @@
 
             // overwrite for 2d movement
-            virtual void moveFrontBack(const Vector2& value) override;
-            virtual void moveRightLeft(const Vector2& value) override;
+            //virtual void moveFrontBack(const Vector2& value) override;
+            //virtual void moveRightLeft(const Vector2& value) override;
 
             // Starts or stops fireing
@@ -82,5 +82,4 @@
             WeakPtr<MiniGameTest> game;
             WeakPtr<WorldEntity> lastEntity;
-            Camera* camera;
             float lastTimeFront, lastTimeLeft, lastTime;
             struct Velocity
