From aecc4ca9fb5784aa35de8584ecf0775df489bb92 Mon Sep 17 00:00:00 2001
From: Susan Yuen <susan_loves_cheese@hotmail.com>
Date: Tue, 15 Nov 2016 15:57:07 -0500
Subject: [PATCH] Cleaned up formatting of all code.

---
 src/Blaze-Brigade/Blaze_Brigade/Archer.cs     |   9 +-
 .../Blaze_Brigade/DamageCalculations.cs       |  15 +-
 src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs  |  15 +-
 src/Blaze-Brigade/Blaze_Brigade/Game.cs       | 159 +++++++++---------
 .../Blaze_Brigade/GameFunction.cs             |   4 +-
 src/Blaze-Brigade/Blaze_Brigade/GameState.cs  |   6 +-
 src/Blaze-Brigade/Blaze_Brigade/HowToPlay.cs  |   6 +-
 src/Blaze-Brigade/Blaze_Brigade/HowToPlay2.cs |   6 +-
 src/Blaze-Brigade/Blaze_Brigade/Mage.cs       |  37 ++--
 src/Blaze-Brigade/Blaze_Brigade/MainMenu.cs   |  14 +-
 src/Blaze-Brigade/Blaze_Brigade/Node.cs       |   2 +-
 src/Blaze-Brigade/Blaze_Brigade/Unit.cs       |  37 ++--
 src/Blaze-Brigade/Blaze_Brigade/Warrior.cs    |  10 +-
 13 files changed, 155 insertions(+), 165 deletions(-)

diff --git a/src/Blaze-Brigade/Blaze_Brigade/Archer.cs b/src/Blaze-Brigade/Blaze_Brigade/Archer.cs
index 610211f..a1f16b2 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Archer.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Archer.cs
@@ -11,7 +11,7 @@ using System.Diagnostics;
 namespace Model
 {
     /// <summary>
-    /// The Warrior model class, extends Unit
+    /// The Archer model class, extends Unit
     /// This unit has a high skill and speed, and excels in dealing accurate ranged, high critical, physical attacks, but suffers from overall defense against physical attacks.
     /// </summary>
     class Archer : Unit
@@ -42,7 +42,7 @@ namespace Model
         Sets and returns a unit's Level
         */
         public int Level { get; set; }
-        private readonly int movability = 4;        // Warrior movement is permanently set to 4
+        private readonly int movability = 4;        // Archer movement is permanently set to 4
         private Weapon[] equipableWeapons;          // Array of all equipable weapons
         /**
         returns weapon the unit is currently equipping
@@ -56,7 +56,7 @@ namespace Model
         private int currentFrame;                   // the current frame the sprite is on
 
         /**
-        * The constructor for Unit Warrior
+        * The constructor for Unit Archer
         * @param spriteImage The character sprite
         * @param attackButton The dropdownmenu attack button texture
         * @param moveButton The dropdownmenu move button texture
@@ -89,7 +89,7 @@ namespace Model
             position = new Tuple<int, int>(positionX, positionY);
             currentFrame = 1;
             setButtonCoordinates(pixelCoordinates);
-            setInitialStats(); //sets initial warrior stats
+            setInitialStats(); // sets initial archer stats
         }
 
         //sets initial unit stats
@@ -419,7 +419,6 @@ namespace Model
         */
         public void animate(Direction direction)
         {
-
             #region Walking Down
             if (direction == Direction.Down) // for going down
             {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs b/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
index 4f930ce..6dd1291 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
@@ -16,8 +16,9 @@ namespace Model
         *@param defender The unit defending against the attack
         *@param physOrMagic Boolean that tells the controller if it's physical or magical damage to be calculated
         */
-        public static int getDamageDealt(Unit attacker, Unit defender, bool physOrMagic){
-            if(physOrMagic== false)
+        public static int getDamageDealt(Unit attacker, Unit defender, bool physOrMagic)
+        {
+            if (physOrMagic == false)
             {
                 int damage = attacker.Str - defender.Def;
                 if (damage < 0)// to prevent attacks from healing if defense is higher then attack
@@ -43,7 +44,8 @@ namespace Model
             if (hitRate > 100) //to prevent hit rate over 100%
             {
                 hitRate = 100;
-            }else if (hitRate < 0) //to prevent hit rate under 0%
+            }
+            else if (hitRate < 0) //to prevent hit rate under 0%
             {
                 hitRate = 0;
             }
@@ -57,8 +59,8 @@ namespace Model
         */
         public static int getCritRate(Unit attacker, Unit defender)
         {
-            
-            int critRate =  (int)Math.Round((((attacker.Skill / 3.0) - (defender.Skill / 3.0) + 1.0) * 0.1) * 100.0);
+
+            int critRate = (int)Math.Round((((attacker.Skill / 3.0) - (defender.Skill / 3.0) + 1.0) * 0.1) * 100.0);
             if (critRate > 100) //to prevent crit rate over 100%
             {
                 critRate = 100;
@@ -109,7 +111,7 @@ namespace Model
             }
             else
             {
-                if(critOrNot > critRate) //if attack doesn't crit
+                if (critOrNot > critRate) //if attack doesn't crit
                 {
                     return rawDamage * numOfAttacks; //return the damage * number of attacks calculated from above
                 }
@@ -118,7 +120,6 @@ namespace Model
                     return rawDamage * numOfAttacks * 2; //returns the damage * number of attacks *2 for critical for damage dealt elsewise
                 }
             }
-
         }
     }
 }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs b/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs
index 3519559..3f37170 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/DrawClass.cs
@@ -23,7 +23,7 @@ namespace View
         {
             for (int i = 0; i < player.getNumOfUnits(); i++)
             {
-                Unit unit = player.getUnits().ElementAt(i); //gets unit at i
+                Unit unit = player.getUnits().ElementAt(i); // gets unit at i
                 if (unit.Alive)
                 {
                     spriteBatch.Draw(unit.getSpriteImage(), unit.PixelCoordinates,
@@ -114,16 +114,16 @@ namespace View
         public static void drawInventoryMenu(SpriteBatch spriteBatch, SpriteFont font)
         {
             Unit unit = GameState.selectedUnit;
-            unit.setButtonCoordinates(unit.PixelCoordinates); //update button positions
-            Button[] unitButtons = unit.getButtons(); //for each inventory button
+            unit.setButtonCoordinates(unit.PixelCoordinates); // update button positions
+            Button[] unitButtons = unit.getButtons(); // for each inventory button
             for (int i = 5; i < 9; i++)
             {
-                if (unitButtons[i].Active) //if inventory menu buttons are active
+                if (unitButtons[i].Active) // if inventory menu buttons are active
                 {
-                    if (unitButtons[i].hasItem) //if current menu button actually has an item stored in it
+                    if (unitButtons[i].hasItem) // if current menu button actually has an item stored in it
                     {
                         spriteBatch.DrawString(font, unitButtons[i].weapon.name.ToString(), unitButtons[i].getPixelCoordinates() + (new Vector2(15, 5)), Color.Black, 0,
-                            Vector2.Zero, 1f, SpriteEffects.None, 0f); //draws item stored in unitButtons[i]
+                            Vector2.Zero, 1f, SpriteEffects.None, 0f); // draws item stored in unitButtons[i]
                         spriteBatch.Draw(unitButtons[i].getImage(), unitButtons[i].getPixelCoordinates(), null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.1f);
                     }
                 }
@@ -173,7 +173,6 @@ namespace View
         */
         public static void drawEndTurnButton(SpriteBatch spriteBatch, Texture2D endTurnButton)
         {
-
             spriteBatch.Draw(endTurnButton, GameState.endTurnButtonLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0);
 
         }
@@ -189,7 +188,6 @@ namespace View
         */
         public static void drawAttackConfirm(SpriteBatch spriteBatch, SpriteFont font, SpriteFont largeFont, SpriteFont largestFont, Player player1, Graph graph)
         {
-
             Unit unit = GameState.selectedUnit;
             Unit attackedUnit = GameState.unitToAttack;
             Button confirmButton = unit.getButtonType(ButtonType.AttackConfirm);
@@ -345,7 +343,6 @@ namespace View
         */
         public static void drawTurnTransition(SpriteBatch spriteBatch, Texture2D player1Transition, Texture2D player2Transition, Player player1)
         {
-
             if (GameState.currentPlayer == player1)
             {
                 spriteBatch.Draw(player1Transition, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw turn transition 
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Game.cs b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
index e755462..bf44a61 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Game.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
@@ -21,33 +21,26 @@ using System.Threading;
 /// View will be displayed to the user.
 /// </summary>
 namespace Controller
-
 {
     /// <summary>
     /// Main Controller for game
     /// </summary>
     public class Game : Microsoft.Xna.Framework.Game
     {
-
         #region Variables
 
-        static Game instance;
-
-        public static Game Instance
-        {
-            get { return instance; }
-        }
+        public static Game Instance { get; set; }   // gets and sets singleton instance of Game
 
-        GameMenuState currentGameState = GameMenuState.MainMenu; // game starts in main menu screen
-        MainMenu mMenu; // main menu variable
-        View.HowToPlay tut; // instruction screen variable
-        View.HowToPlay2 tut2; // instruction 2 screen variable
-        View.HowToPlay3 tut3; // instruction 3 screen variable
-        Graph graph;
+        GameMenuState currentGameState = GameMenuState.MainMenu;    // game starts in main menu screen
+        MainMenu mMenu;                 // main menu variable
+        View.HowToPlay tut;             // instruction screen variable
+        View.HowToPlay2 tut2;           // instruction 2 screen variable
+        View.HowToPlay3 tut3;           // instruction 3 screen variable
+        Graph graph;                    // graph representing the map
         Player player1;
         Player player2;
-
         Camera camera;
+
         GraphicsDeviceManager graphics;
         SpriteBatch spriteBatch;
         Texture2D backGround, moveableNode, attackableNode, gameOver, endTurnButton, player1Transition, player2Transition;
@@ -63,8 +56,7 @@ namespace Controller
         // constructor for game
         public Game()
         {
-            instance = this;
-
+            Instance = this;
             graphics = new GraphicsDeviceManager(this);
             graphics.PreferredBackBufferWidth = GameState.SCREEN_HEIGHT;
             graphics.PreferredBackBufferHeight = GameState.SCREEN_WIDTH;
@@ -86,6 +78,7 @@ namespace Controller
             MyGameForm.Opacity = 0; // hides the game window until it's set to visible
             base.Initialize();
         }
+
         /**
         loads required textures and values for starting game
         */
@@ -96,7 +89,7 @@ namespace Controller
 
             initializeGame();
 
-            backGround = Content.Load<Texture2D>("Game_Map"); // load background
+            backGround = Content.Load<Texture2D>("Game_Map");               // load background
             moveableNode = Content.Load<Texture2D>("moveableNode");
             attackableNode = Content.Load<Texture2D>("attackableNode");
             gameOver = Content.Load<Texture2D>("exit_game");
@@ -104,23 +97,23 @@ namespace Controller
             player1Transition = Content.Load<Texture2D>("player1turn");
             player2Transition = Content.Load<Texture2D>("player2turn");
 
-            font = Content.Load<SpriteFont>("PixelFont"); //loads font PixelFont
-            largeFont = Content.Load<SpriteFont>("PixelFontLarge"); //loads font PixelFont
-            largestFont = Content.Load<SpriteFont>("PixelFontLargest"); //loads font PixelFont
+            font = Content.Load<SpriteFont>("PixelFont");                   // loads font PixelFont
+            largeFont = Content.Load<SpriteFont>("PixelFontLarge");         // loads font PixelFont
+            largestFont = Content.Load<SpriteFont>("PixelFontLargest");     // loads font PixelFont
 
-            graphics.PreferredBackBufferWidth = GameState.SCREEN_WIDTH; // width of screen
-            graphics.PreferredBackBufferHeight = GameState.SCREEN_HEIGHT; //height of screen
+            graphics.PreferredBackBufferWidth = GameState.SCREEN_WIDTH;     // width of screen
+            graphics.PreferredBackBufferHeight = GameState.SCREEN_HEIGHT;   // height of screen
 
-            IsMouseVisible = true; // sets mouse visibility to true
-            graphics.ApplyChanges(); // load images
+            IsMouseVisible = true;          // sets mouse visibility to true
+            graphics.ApplyChanges();        // load images
         }
 
         //initializes players and units
         private void initializeGame()
         {
-            camera = new View.Camera();
-
+            camera = new Camera();
             graph = new Graph(50, 32);  // create graph
+            setObstacles(graph);
 
             // set players
             player1 = new Player();
@@ -135,8 +128,6 @@ namespace Controller
             player2.addUnit(getNewUnit(UnitType.Warrior, new Vector2(8 * 32f, 8 * 32f), player2));
             player2.addUnit(getNewUnit(UnitType.Mage, new Vector2(8 * 32f, 6 * 32f), player2));
             player2.addUnit(getNewUnit(UnitType.Archer, new Vector2(8 * 32f, 10 * 32f), player2));
-            setObstacles(graph);
-
         }
 
         /** 
@@ -146,10 +137,12 @@ namespace Controller
         {
             #region Exiting Game
             // allows the game to exit
-            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
-                this.Exit();
+            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
+            {
+                Exit();
+            }
 
-            if (this.IsActive)
+            if (IsActive)
             {
                 // call mouse handler if game window is active
                 MouseHandler.updateMouse(graph, camera);
@@ -158,29 +151,29 @@ namespace Controller
 
             if (GameState.exitGameClicked)
             {
-                this.Exit();
+                Exit();
             }
 
             #region Game States
             MouseState mouse = Mouse.GetState();
-            //Lists possible game states
+            // lists possible game states
             switch (currentGameState)
             {
-                case GameMenuState.MainMenu: // if mouse is clicked... call method
-                    mMenu.Show(); // show main menu
-                    if (mMenu.start == true) //if New game is selected
+                case GameMenuState.MainMenu:        // if mouse is clicked... call method
+                    mMenu.Show();                   // show main menu
+                    if (mMenu.start == true)        //if New game is selected
                     {
-                        mMenu.Hide(); //close Main Menu screen
-                        tut.Hide(); //close How To Play Menu
+                        mMenu.Hide();               // close Main Menu screen
+                        tut.Hide();                 // close How To Play Menu
                         Form GameForm = (Form)Form.FromHandle(Window.Handle);
-                        GameForm.Opacity = 100; // make screen show
-                        currentGameState = GameMenuState.Playing; //set game state to Playing
+                        GameForm.Opacity = 100;     // make screen show
+                        currentGameState = GameMenuState.Playing; // set game state to Playing
                         break;
                     }
-                    if (mMenu.getInstruct() == true) //if How to Play is selected
+                    if (mMenu.getInstruct() == true)    // if How to Play is selected
                     {
-                        mMenu.Hide(); //hide visibility of menu window
-                        currentGameState = GameMenuState.HowToPlay; //change game state to How To Play
+                        mMenu.Hide();                   // hide visibility of menu window
+                        currentGameState = GameMenuState.HowToPlay; // change game state to How To Play
                         break;
                     }
                     if (mMenu.quit == true) // if quit clicked
@@ -190,55 +183,55 @@ namespace Controller
                     }
                     break;
 
-                case GameMenuState.HowToPlay: // if true.. load new image...
-                    tut.Show(); //set visibility of how to play window to true
+                case GameMenuState.HowToPlay:   // if true.. load new image...
+                    tut.Show();                 // set visibility of how to play window to true
                     mMenu.setInstructFalse();
-                    if (tut.getNext() == true) //if How to Play is selected
+                    if (tut.getNext() == true)  // if How to Play is selected
                     {
-                        tut.Hide(); //hide visibility of menu window
-                        currentGameState = GameMenuState.HowToPlay2; //change game state to How To Play
+                        tut.Hide();             // hide visibility of menu window
+                        currentGameState = GameMenuState.HowToPlay2; // change game state to How To Play
                         break;
                     }
-                    if (tut.getQuit() == true) // if quit clicked
+                    if (tut.getQuit() == true)  // if quit clicked
                     {
                         tut.setQuitFalse();
-                        tut.Hide(); //hide 
-                        currentGameState = GameMenuState.MainMenu; //changes state back to main menu
+                        tut.Hide();             // hide 
+                        currentGameState = GameMenuState.MainMenu; // changes state back to main menu
                         break;
                     }
                     break;
 
-                case GameMenuState.HowToPlay2: // if true.. load new image...
-                    tut2.Show(); //set visibility of how to play window to true
+                case GameMenuState.HowToPlay2:  // if true.. load new image...
+                    tut2.Show();                // set visibility of how to play window to true
                     tut.setNextFalse();
-                    if (tut2.getNext() == true) //if How to Play is selected
+                    if (tut2.getNext() == true) // if How to Play is selected
                     {
-                        tut2.Hide(); //hide visibility of menu window
-                        currentGameState = GameMenuState.HowToPlay3; //change game state to How To Play
+                        tut2.Hide();            // hide visibility of menu window
+                        currentGameState = GameMenuState.HowToPlay3;    // change game state to How To Play
                         break;
                     }
                     if (tut2.getQuit() == true) // if quit clicked
                     {
                         tut2.setQuitFalse();
-                        tut2.Hide(); //hide 
-                        currentGameState = GameMenuState.HowToPlay; //changes state back to main menu
+                        tut2.Hide();            // hide 
+                        currentGameState = GameMenuState.HowToPlay;     // changes state back to main menu
                         break;
                     }
                     break;
 
-                case GameMenuState.HowToPlay3: // if true.. load new image...
-                    tut3.Show(); //set visibility of how to play window to true
+                case GameMenuState.HowToPlay3:  // if true.. load new image...
+                    tut3.Show();                // set visibility of how to play window to true
                     tut2.setNextFalse();
                     if (tut3.getQuit() == true) // if quit clicked
                     {
                         tut3.setQuitFalse();
-                        tut3.Hide(); //hide 
-                        currentGameState = GameMenuState.HowToPlay2; //changes state back to main menu
+                        tut3.Hide();            // hide 
+                        currentGameState = GameMenuState.HowToPlay2; // changes state back to main menu
                         break;
                     }
                     break;
 
-                case GameMenuState.Playing: // if true.. load new image...
+                case GameMenuState.Playing:     // if true.. load new image...
                     backGround = Content.Load<Texture2D>("Game_Map"); // load background
 
                     if (GameFunction.isTurnOver())
@@ -322,7 +315,7 @@ namespace Controller
         protected override void Draw(GameTime gameTime)
         {
             // draw elements that are affected by camera (scrollable)
-            #region Scrollable elements
+            #region Scrollable Elements
             spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.TransformMatrix);
 
             // only draw objects relevent to current game state
@@ -376,7 +369,7 @@ namespace Controller
             #endregion
 
             // draw elements not affected by camera (fixed on window)
-            #region Elements unaffected by Camera
+            #region Elements Unaffected by Camera
             spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null);   // Note: we don't pass in camera matrix
 
             //for when unit is selected
@@ -465,7 +458,7 @@ namespace Controller
 
                 #region Character Info Screen player1
 
-                //if player 1, prints info screen for player 1
+                // if player 1, prints info screen for player 1
                 if ((GameState.currentPlayer == player1) && (!GameState.attackConfirmOpen))
                 {
                     Vector2 statLocation = new Vector2(170, 535);   // starting location for first stat
@@ -474,40 +467,40 @@ namespace Controller
                     Vector2 infoLocation = new Vector2(20, 513);
                     int[] stats = unit.getStats();
 
-                    for (int k = 0; k < 4; k++) //for stats - level, str, int, skill,
+                    for (int k = 0; k < 4; k++) // for stats - level, str, int, skill,
                     {
                         spriteBatch.DrawString(font, stats[k].ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f);
-                        statLocation = statLocation + increment; //increment downwards
+                        statLocation = statLocation + increment; // increment downwards
                     }
-                    for (int t = 4; t < 7; t++) //for stats - speed, defense, resistance 
+                    for (int t = 4; t < 7; t++) // for stats - speed, defense, resistance 
                     {
                         spriteBatch.DrawString(font, stats[t].ToString(), statLocation2, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f);
-                        statLocation2 = statLocation2 + increment; //increment downwards
+                        statLocation2 = statLocation2 + increment; // increment downwards
                     }
 
                     spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(278, 532), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws unit hp
-                    spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charInfoBackground texture
+                    spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); // draw charInfoBackground texture
                 }
-                //else, info screen for player 2
+                // else, info screen for player 2
                 else
                 {
                     if (!GameState.attackConfirmOpen)
                     {
-                        Vector2 statLocation = new Vector2(795, 533); //starting location for first stat
-                        Vector2 statLocation2 = new Vector2(860, 533); //starting location for first stat
-                        Vector2 increment = new Vector2(0, 20); //increment downwards for each stat
+                        Vector2 statLocation = new Vector2(795, 533);   // starting location for first stat
+                        Vector2 statLocation2 = new Vector2(860, 533);  // starting location for first stat
+                        Vector2 increment = new Vector2(0, 20);         // increment downwards for each stat
                         Vector2 infoLocation = new Vector2(635, 513);
                         int[] stats = unit.getStats();
 
-                        for (int k = 0; k < 4; k++) //for stats - level, str, int, skill,
+                        for (int k = 0; k < 4; k++)                     // for stats - level, str, int, skill,
                         {
                             spriteBatch.DrawString(font, stats[k].ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f);
-                            statLocation = statLocation + increment; //increment downwards
+                            statLocation = statLocation + increment;    // increment downwards
                         }
-                        for (int t = 4; t < 7; t++) //for stats - speed, defense, resistance 
+                        for (int t = 4; t < 7; t++)                     // for stats - speed, defense, resistance 
                         {
                             spriteBatch.DrawString(font, stats[t].ToString(), statLocation2, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f);
-                            statLocation2 = statLocation2 + increment; //increment downwards
+                            statLocation2 = statLocation2 + increment;  // increment downwards
                         }
 
                         spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(893, 532), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws unit HP
@@ -522,7 +515,7 @@ namespace Controller
             if (GameState.gameOver)
             {
                 Vector2 gameOverLocation = new Vector2(-370, -300);
-                spriteBatch.DrawString(largestFont, "Game Over", new Vector2(350, 200), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0f); //draws Game Over Text
+                spriteBatch.DrawString(largestFont, "Game Over", new Vector2(350, 200), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0f); // draws Game Over Text
                 spriteBatch.Draw(gameOver, Vector2.Zero, null, Color.White, 0, gameOverLocation, 1f, SpriteEffects.None, 0f);
                 spriteBatch.Draw(backGround, Vector2.Zero, null, Color.Black * 0.5f, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.9f);
 
@@ -533,11 +526,11 @@ namespace Controller
             {
                 if (GameState.currentPlayer == player1)
                 {
-                    spriteBatch.Draw(player1Transition, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw turn transition 
+                    spriteBatch.Draw(player1Transition, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); // draw turn transition 
                 }
                 else if (GameState.currentPlayer == player2)
                 {
-                    spriteBatch.Draw(player2Transition, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw turn transition 
+                    spriteBatch.Draw(player2Transition, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); // draw turn transition 
                 }
             }
             //draw game over menu
diff --git a/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs b/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
index 039025b..a4c86d9 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
@@ -432,7 +432,7 @@ namespace Controller
                     GameState.attackSelect = true;
                     break;
                 #endregion
-                
+
                 #region Attack Confirm Button
                 // if confirm attack clicked
                 case ButtonType.AttackConfirm:
@@ -473,7 +473,7 @@ namespace Controller
                         enemyUnit.setCurrentFrame(1);
                     }
                     #endregion
-                    
+
                     bool magicalAttack = isMagicalAttack(unit); // find what attack type unit is making
                     int damageDealt = DamageCalculations.finalDamage(unit, enemyUnit, magicalAttack); // gets damage dealt
                     GameState.lastAttackingUnit = unit;
diff --git a/src/Blaze-Brigade/Blaze_Brigade/GameState.cs b/src/Blaze-Brigade/Blaze_Brigade/GameState.cs
index a38f860..e1ff392 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/GameState.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/GameState.cs
@@ -105,7 +105,8 @@ namespace Model
                 {
                     currentPlayerDamageDealt = "Miss";
                 }
-                else {
+                else
+                {
                     currentPlayerDamageDealt = value;
                 }
             }
@@ -138,7 +139,8 @@ namespace Model
                 {
                     enemyPlayerDamageDealt = "Miss";
                 }
-                else {
+                else
+                {
                     enemyPlayerDamageDealt = value;
                 }
             }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/HowToPlay.cs b/src/Blaze-Brigade/Blaze_Brigade/HowToPlay.cs
index 98c944b..2aecec3 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/HowToPlay.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/HowToPlay.cs
@@ -15,8 +15,8 @@ namespace View
     /// </summary>
     public partial class HowToPlay : Form
     {
-        public bool quit = false; // boolean that checks is quit button is clicked
-        public bool next = false; // boolean that checks is next button is clicked
+        public bool quit = false;   // boolean that checks is quit button is clicked
+        public bool next = false;   // boolean that checks is next button is clicked
 
         /**
         Constructor for HowToPlay window
@@ -32,7 +32,7 @@ namespace View
         */
         private void Exit_Click(object sender, EventArgs e)
         {
-            quit = true; 
+            quit = true;
         }
         /**
         checks if Game State is no longer inside How To Play
diff --git a/src/Blaze-Brigade/Blaze_Brigade/HowToPlay2.cs b/src/Blaze-Brigade/Blaze_Brigade/HowToPlay2.cs
index 26a56d0..66d7224 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/HowToPlay2.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/HowToPlay2.cs
@@ -15,8 +15,8 @@ namespace View
     /// </summary>
     public partial class HowToPlay2 : Form
     {
-        public bool quit = false; // boolean that checks is quit button is clicked
-        public bool next = false; // boolean that checks is next button is clicked
+        public bool quit = false;   // boolean that checks is quit button is clicked
+        public bool next = false;   // boolean that checks is next button is clicked
 
         /**
         Constructor for HowToPlay2 window
@@ -55,7 +55,7 @@ namespace View
         */
         private void next_Click(object sender, EventArgs e)
         {
-            next = true; // check if user clicks next
+            next = true;    // check if user clicks next
         }
         /**
         checks if Game State is no longer inside How To Play
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Mage.cs b/src/Blaze-Brigade/Blaze_Brigade/Mage.cs
index 00c4ec8..166e156 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Mage.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Mage.cs
@@ -42,7 +42,7 @@ namespace Model
         Sets and returns a unit's Level
         */
         public int Level { get; set; }
-        private readonly int movability = 4;        // Warrior movement is permanently set to 4
+        private readonly int movability = 4;        // Mage movement is permanently set to 4
         private Weapon[] equipableWeapons;          // Array of all equipable weapons
         /**
         returns weapon the unit is currently equipping
@@ -89,10 +89,10 @@ namespace Model
             position = new Tuple<int, int>(positionX, positionY);
             currentFrame = 1;
             setButtonCoordinates(pixelCoordinates);
-            setInitialStats(); //sets initial warrior stats
+            setInitialStats();  // sets initial mage stats
         }
 
-        //sets initial unit stats
+        // sets initial unit stats
         public void setInitialStats()
         {
             Alive = true;
@@ -108,7 +108,7 @@ namespace Model
 
         /*
         Sets the new strength value
-        \n Gets the effective strength -> Unit strength + weapon strength
+            \n Gets the effective strength -> Unit strength + weapon strength
         */
         public int Str
         {
@@ -124,7 +124,7 @@ namespace Model
 
         /*
         Sets the new intelligence value
-        \n Gets the effective intelligence -> Unit intelligence + weapon intelligence
+            \n Gets the effective intelligence -> Unit intelligence + weapon intelligence
         */
         public int Int
         {
@@ -140,7 +140,7 @@ namespace Model
 
         /*
         Sets the new skill value
-        \n Gets the effective skill -> Unit skill + weapon skill
+            \n Gets the effective skill -> Unit skill + weapon skill
         */
         public int Skill
         {
@@ -156,7 +156,7 @@ namespace Model
 
         /*
         Sets the hp of the unit.
-        \n Gets the unit's hp.
+            \n Gets the unit's hp.
         */
         public int Hp
         {
@@ -184,7 +184,7 @@ namespace Model
         }
 
         /**
-        returns all stats as an array
+        Returns all stats as an array
         */
         public int[] getStats()
         {
@@ -227,23 +227,23 @@ namespace Model
         {
             switch (buttonType)
             {
-                case ButtonType.Attack: // if attack clicked
+                case ButtonType.Attack:             // if attack clicked
                     return buttons[0].getImage();
-                case ButtonType.Move: // if moved is clicked
+                case ButtonType.Move:               // if moved is clicked
                     return buttons[1].getImage();
-                case ButtonType.Items: // if item is clicked
+                case ButtonType.Items:              // if item is clicked
                     return buttons[2].getImage();
-                case ButtonType.Wait: // if wait is clicked
+                case ButtonType.Wait:               // if wait is clicked
                     return buttons[3].getImage();
-                case ButtonType.AttackConfirm: // if attack confirm is clicked
+                case ButtonType.AttackConfirm:      // if attack confirm is clicked
                     return buttons[4].getImage();
-                case ButtonType.Inventory1: // if item1 clicked
+                case ButtonType.Inventory1:         // if item1 clicked
                     return buttons[5].getImage();
-                case ButtonType.Inventory2: // if item2 is clicked
+                case ButtonType.Inventory2:         // if item2 is clicked
                     return buttons[6].getImage();
-                case ButtonType.Inventory3: // if item3 is clicked
+                case ButtonType.Inventory3:         // if item3 is clicked
                     return buttons[7].getImage();
-                case ButtonType.Inventory4: // if item4 is clicked
+                case ButtonType.Inventory4:         // if item4 is clicked
                     return buttons[8].getImage();
                 default:
                     return null;
@@ -315,7 +315,7 @@ namespace Model
 
         /**
         returns the pixel coordinate of the unit
-        \n sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate)
+            \n sets the pixel coordinate, and also sets Position (which is the tile location of that coordinate)
         */
         public Vector2 PixelCoordinates
         {
@@ -419,7 +419,6 @@ namespace Model
         */
         public void animate(Direction direction)
         {
-
             #region Walking Down
             if (direction == Direction.Down) // for going down
             {
diff --git a/src/Blaze-Brigade/Blaze_Brigade/MainMenu.cs b/src/Blaze-Brigade/Blaze_Brigade/MainMenu.cs
index a1bee03..21a86d4 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/MainMenu.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/MainMenu.cs
@@ -19,10 +19,10 @@ namespace View
     /// </summary>
     public partial class MainMenu : Form
     {
-        public bool start = false; //boolean that checks if start button is clicked
-        public bool instruct = false; // boolean that checks if instruct button is clicked
-        public bool quit = false; // boolean that checks if quit button is clicked
-        public bool load = false; // boolean that checks if load button is clicked
+        public bool start = false;      // boolean that checks if start button is clicked
+        public bool instruct = false;   // boolean that checks if instruct button is clicked
+        public bool quit = false;       // boolean that checks if quit button is clicked
+        public bool load = false;       // boolean that checks if load button is clicked
 
         /**
         Constructor for Main Menu window
@@ -49,7 +49,7 @@ namespace View
         */
         private void howToPlay_Click(object sender, EventArgs e)
         {
-            instruct = true; // 
+            instruct = true;
         }
 
         /**
@@ -57,7 +57,7 @@ namespace View
         */
         public void setInstructFalse()
         {
-            instruct = false; 
+            instruct = false;
         }
 
         /**
@@ -73,7 +73,7 @@ namespace View
         */
         private void Exit_Click(object sender, EventArgs e)
         {
-            quit = true; // check if user quits
+            quit = true;    // check if user quits
         }
     }
 }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Node.cs b/src/Blaze-Brigade/Blaze_Brigade/Node.cs
index 411274c..55e315d 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Node.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Node.cs
@@ -57,7 +57,7 @@ namespace Model
         */
         public Vector2 getPosition()
         {
-            Vector2 position = new Vector2(getPositionX()*32, getPositionY()*32);
+            Vector2 position = new Vector2(getPositionX() * 32, getPositionY() * 32);
             return position;
         }
 
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
index 0b76db1..d45a10c 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
@@ -7,8 +7,7 @@ using Microsoft.Xna.Framework;
 using View;
 
 /// <summary>
-/// The model in MVC. These classes contain the structure of the game, and will be controlled by Controller, 
-/// and displayed in View.
+/// The model in MVC. These classes contain the structure of the game, and will be controlled by Controller, and displayed in View.
 /// </summary>
 
 namespace Model
@@ -28,47 +27,47 @@ namespace Model
         Sets and returns whether or not unit is alive
         */
         bool Alive { get; set; }
-                        
+
         /**
         Sets and returns a unit's HP
         */
         int Hp { get; set; }
-                                   
+
         /**
         Sets and returns a unit's Strength
         */
         int Str { get; set; }
-                                   
+
         /**
         Sets and returns a unit's Intelliegence
         */
         int Int { get; set; }
-                                   
+
         /**
         Sets and returns a unit's Skill
         */
         int Skill { get; set; }
-                                 
+
         /**
         Sets and returns a unit's Speed
         */
         int Speed { get; set; }
-                                 
+
         /**
         Sets and returns a unit's Defense
         */
         int Def { get; set; }
-                              
+
         /**
         Sets and returns a unit's Resistance
         */
         int Res { get; set; }
-                            
+
         /**
         Sets and returns a unit's Level
         */
         int Level { get; set; }
-                         
+
         /**
         Returns the unit's movability range on grid (number of spaces the unit can move in one turn)
         */
@@ -106,7 +105,7 @@ namespace Model
         * @param direction The direction the unit is moving in 
         */
         void animate(Direction direction);
-        
+
         /**
         returns the sprite image of the unit
         */
@@ -130,8 +129,8 @@ namespace Model
         /**
         gets and sets unit's position by tile
         */
-        Tuple<int, int> Position { get; set;}  
-         
+        Tuple<int, int> Position { get; set; }
+
         /**
         returns the pixel coordinate of the unit
         */
@@ -140,8 +139,8 @@ namespace Model
         /**
         returns the dropdown menu buttons of the unit
         */
-        Button[] getButtons();   
-               
+        Button[] getButtons();
+
         /**
         Returns the button type
         * @param buttonType The button to return (Move, Attack, Item, Wait, and attack confirm)
@@ -168,11 +167,11 @@ namespace Model
         returns unit's class (warrior, mage, archer)
         */
         UnitType getClass();
-                      
+
     }
     /**
     defines the possible classes of a unit
     */
-    enum UnitType { Warrior, Archer, Mage };    
-    enum Direction { Down, Left, Right, Up};
+    enum UnitType { Warrior, Archer, Mage };
+    enum Direction { Down, Left, Right, Up };
 }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
index c31d733..5731fad 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
@@ -20,7 +20,7 @@ namespace Model
         Sets and returns whether or not unit is alive
         */
         public bool Alive { get; set; }
-            
+
         private int str;                // unit strength
         private int intelligence;       // unit intelliegence
         private int skill;              // unit skill
@@ -42,13 +42,13 @@ namespace Model
         /**
         Sets and returns a unit's Level
         */
-        public int Level { get; set; }  
+        public int Level { get; set; }
         private readonly int movability = 4;        // Warrior movement is permanently set to 4
         private Weapon[] equipableWeapons;          // Array of all equipable weapons
         /**
         returns weapon the unit is currently equipping
         */
-        public Weapon equippedWeapon { get; set; }  
+        public Weapon equippedWeapon { get; set; }
         private Texture2D spriteImage;              // the char sprite
         private Vector2 pixelCoordinates;           // the pixel coordinate of the unit
         private Tuple<int, int> position;           // the tile location of the unit
@@ -69,7 +69,7 @@ namespace Model
         * @param coordinates The unit's current coordinate on screen
         * @param player The player of which the unit belongs to
         */
-        public Warrior(Texture2D spriteImage, Button[] unitButtons, Texture2D charInfo, 
+        public Warrior(Texture2D spriteImage, Button[] unitButtons, Texture2D charInfo,
             Texture2D charAttackInfo, Vector2 coordinates)
         {
             this.spriteImage = spriteImage;
@@ -392,7 +392,7 @@ namespace Model
             buttons[4].setPixelCoordinates(330, 120);
             for (int i = 5; i < 9; i++)
             {
-                buttons[i].setPixelCoordinates((int)(pixelCoordinates.X + 160), (int)(pixelCoordinates.Y + (i * 32-96)));
+                buttons[i].setPixelCoordinates((int)(pixelCoordinates.X + 160), (int)(pixelCoordinates.Y + (i * 32 - 96)));
             }
         }
 
-- 
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