diff --git a/Level.cpp b/Level.cpp
index 46acccb4be929d8896ee83cefcbc75fc6dcff211..dd83b3ba8643b651940b7359cae5cdacd1ed1d8e 100644
--- a/Level.cpp
+++ b/Level.cpp
@@ -112,6 +112,7 @@ void Level::addEnemy(std::unique_ptr<Enemy> enemy_)
     enemyVector.push_back(std::move(enemy_));
 }
 
+// primes the trooperSpawner
 void Level::fillTrooperSpawner(float posX, float posY, unsigned int nmbrEnemies)
 {
     direction dir = direction::LEFT;
@@ -139,6 +140,7 @@ void Level::addPlayerProjectile(const PlayerProjectile& projectile)
 // weberma73121> ----------------------------------------------------------------------
 
 // <kruegerzo72182 ----------------------------------------------------------------------
+// pops the last trooper from the trooperSpawner and reduces the vector capacity
 std::unique_ptr<Enemy> Level::getTrooperSpawn()
 {
     if(trooperSpawner.back() != 0){
@@ -160,6 +162,7 @@ void Level::enemyVector_PushBack(std::unique_ptr<Enemy> enemy_)
     this->enemyVector.push_back(std::move(enemy_));
 }
 
+// do all the Steps for movement and animations
 bool Level::doDoSteps(FloatSeconds const &frame_time)
 {
     player.step(player.getTopLeft(), frame_time, *this);
@@ -191,6 +194,7 @@ bool Level::doDoSteps(FloatSeconds const &frame_time)
      for(auto it = sceneryVector.begin(); it != sceneryVector.end();) {
         auto& i = *it;
         if(!i.step(player.getTopLeft(), frame_time, *this)) {
+            // call the step method from the Entity class to see if the object was hit
             it = sceneryVector.erase(it);
         } else {
             it++;
@@ -200,6 +204,7 @@ bool Level::doDoSteps(FloatSeconds const &frame_time)
     for(auto it = wallVector.begin(); it != wallVector.end();) {
         auto& i = *it;
         if(!i.step(player.getTopLeft(), frame_time, *this)) {
+            // call the step method from the Entity class to see if the object was hit
             it = wallVector.erase(it);
         } else {
             it++;
@@ -208,6 +213,7 @@ bool Level::doDoSteps(FloatSeconds const &frame_time)
     return true;
 }
 
+// checks if the two given buffers are overlaping
 bool Level::collHelper(Position const& vecPos, PixelBuffer const& vecBuf, float buffPosX, float buffPosY, int buffWidth, int buffHeigth)
 {
     for(int x = static_cast<int>(vecPos.X); x <= static_cast<int>(vecPos.X) + vecBuf.w(); ++x){
@@ -220,6 +226,7 @@ bool Level::collHelper(Position const& vecPos, PixelBuffer const& vecBuf, float
     return false;
 }
 
+// iterates through the border, walls and the scenery and checks for collisions
 bool Level::checkCollision(float posX, float posY, int bufferWidth, int bufferHeigth)
 {
     for(auto i = this->wallVector.begin(); i != this->wallVector.end(); i++ ){
@@ -246,6 +253,11 @@ bool Level::HitEnemy(float posX, float posY, int bufferWidth, int bufferHeigth)
     }
     return false;
 }
+
+int Level::getScore() const
+{
+    return score;
+}
 // hauerch71498> ----------------------------------------------------------------------
 
 // <weberma73121 ----------------------------------------------------------------------
@@ -268,6 +280,8 @@ bool Level::HitPlayer(float posX, float posY, int bufferWidth, int bufferHeigth)
 // weberma73121> ----------------------------------------------------------------------
 
 // <kruegerzo72182 ----------------------------------------------------------------------
+// remove scenery and wall objects from their corresponding vectors if theay are hit
+// vector.erase() happens in doDoSteps() do to animation by Claudio
 bool Level::HitObstacle(float posX, float posY, Color hitColor, int bufferWidth, int bufferHeigth)
 {
     for(auto &i : wallVector){
@@ -287,11 +301,7 @@ bool Level::HitObstacle(float posX, float posY, Color hitColor, int bufferWidth,
     return false;
 }
 
-int Level::getScore() const
-{
-    return score;
-}
-
+// blit all objects, enemies and the player stored in the level class to the levelBuffer
 DynamicPixelBuffer const& Level::draw()
 {
     this->levelBuffer.clear(_t);