From f05b40aa84ba561abc2ffae1b2f86ac22106bb3e Mon Sep 17 00:00:00 2001
From: DannyAbdi <dannyabdi13@gmail.com>
Date: Thu, 4 Apr 2024 17:07:58 +0100
Subject: [PATCH] fixed test bugs

---
 Classes/aStar.py                | 100 --------------
 Classes/bfs.py                  |  90 -------------
 Classes/button.py               |  63 ---------
 Classes/config.py               |  75 -----------
 Classes/dfs.py                  |  70 ----------
 Classes/dijkstra.py             |  78 -----------
 Classes/enemy.py                |  50 -------
 Classes/expectimax.py           |  43 ------
 Classes/game.py                 |  50 -------
 Classes/main.py                 |  65 ---------
 Classes/maze.py                 |  64 ---------
 Classes/minmax.py               |  93 -------------
 Classes/player.py               |  22 ----
 Classes/playerController.py     | 223 -------------------------------
 Classes/testAStar.py            |  68 ----------
 Classes/testBFS.py              | 109 ---------------
 Classes/testButton.py           |  56 --------
 Classes/testDFS.py              |  80 -----------
 Classes/testDijkstra.py         |  79 -----------
 Classes/testEnemy.py            |  46 -------
 Classes/testExpectimax.py       |  69 ----------
 Classes/testGame.py             |  60 ---------
 Classes/testMaze.py             |  92 -------------
 Classes/testMinMax.py           | 112 ----------------
 Classes/testPlayer.py           |  18 ---
 Classes/testPlayerController.py | 226 --------------------------------
 Images/blank.png                | Bin 239 -> 0 bytes
 Images/button_easy.png          | Bin 2072 -> 0 bytes
 Images/button_hard.png          | Bin 1757 -> 0 bytes
 Images/button_normal.png        | Bin 2395 -> 0 bytes
 Images/enemy.png                | Bin 232 -> 0 bytes
 Images/goal.png                 | Bin 238 -> 0 bytes
 Images/wall.png                 | Bin 144 -> 0 bytes
 33 files changed, 2101 deletions(-)
 delete mode 100644 Classes/aStar.py
 delete mode 100644 Classes/bfs.py
 delete mode 100644 Classes/button.py
 delete mode 100644 Classes/config.py
 delete mode 100644 Classes/dfs.py
 delete mode 100644 Classes/dijkstra.py
 delete mode 100644 Classes/enemy.py
 delete mode 100644 Classes/expectimax.py
 delete mode 100644 Classes/game.py
 delete mode 100644 Classes/main.py
 delete mode 100644 Classes/maze.py
 delete mode 100644 Classes/minmax.py
 delete mode 100644 Classes/player.py
 delete mode 100644 Classes/playerController.py
 delete mode 100644 Classes/testAStar.py
 delete mode 100644 Classes/testBFS.py
 delete mode 100644 Classes/testButton.py
 delete mode 100644 Classes/testDFS.py
 delete mode 100644 Classes/testDijkstra.py
 delete mode 100644 Classes/testEnemy.py
 delete mode 100644 Classes/testExpectimax.py
 delete mode 100644 Classes/testGame.py
 delete mode 100644 Classes/testMaze.py
 delete mode 100644 Classes/testMinMax.py
 delete mode 100644 Classes/testPlayer.py
 delete mode 100644 Classes/testPlayerController.py
 delete mode 100644 Images/blank.png
 delete mode 100644 Images/button_easy.png
 delete mode 100644 Images/button_hard.png
 delete mode 100644 Images/button_normal.png
 delete mode 100644 Images/enemy.png
 delete mode 100644 Images/goal.png
 delete mode 100644 Images/wall.png

diff --git a/Classes/aStar.py b/Classes/aStar.py
deleted file mode 100644
index 091306c..0000000
--- a/Classes/aStar.py
+++ /dev/null
@@ -1,100 +0,0 @@
-import heapq
-
-
-class AStar:
-    """
-    Initializes the AStar solver with the given maze.
-
-    :param maze: The maze to solve.
-    """
-    def __init__(self, maze):
-        self.maze = maze
-        self.start = (1, 1)
-        self.corners = set()
-        self.directions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
-
-        for i in range(maze.num_rows()):
-            for j in range(maze.num_columns()):
-                if maze[i][j] == 3 or maze[i][j] == 4:
-                    self.corners.add((i, j))
-
-    """
-    Heuristic function for A* search.
-
-    :param current: Current position.
-    :param corners: Set of corner positions.
-    :param visited_corners: Set of visited corner positions.
-    :return: Heuristic value.
-    """
-    def heuristic1(self, current, corners, visited_corners):
-        remaining_corners = sum(1 for corner in corners if corner not in visited_corners)
-        first_corner = next(iter(corners))
-        return abs(current[0] - first_corner[0]) + abs(current[1] - first_corner[1]) + remaining_corners
-
-    """
-    Alternative heuristic function for A* search.
-
-    :param current: Current position.
-    :param corners: Set of corner positions.
-    :param visited_corners: Set of visited corner positions.
-    :return: Heuristic value.
-    """
-    def heuristic2(self, current, corners, visited_corners):
-        remaining_corners = sum(1 for corner in corners if corner not in visited_corners)
-        return ((current[0] - corners[0][0]) ** 2 + (current[1] - corners[0][1]) ** 2) ** 0.5 + remaining_corners
-
-    """
-    Checks if all corners have been visited.
-
-    :param corners: Set of corner positions.
-    :param visited_corners: Set of visited corner positions.
-    :return: True if all corners are visited, False otherwise.
-    """
-    def all_corners_visited(self, corners, visited_corners):
-        return all(corner in visited_corners for corner in corners)
-
-    """
-    Finds the position of the goal in the maze.
-
-    :param maze: The maze to search.
-    :return: The position of the goal or None if not found.
-    """
-    def find_goal_position(self, maze):
-        for i in range(maze.num_rows()):
-            for j in range(len(self.maze[0])):
-                if self.maze[i][j] == 3:
-                    return (i, j)
-        return None
-
-    """
-    Finds the shortest path from the start to the goal using A* search.
-
-    :param heuristic: Heuristic function to use.
-    :return: The shortest path as a list of positions, or None if no path is found.
-    """
-    def find_shortest_path(self, heuristic):
-        start = (1, 1)
-        goal = None
-
-        visited = set()
-        frontier = [(0, start, [])]
-        heapq.heapify(frontier)
-
-        while frontier:
-            total_cost, current, path = heapq.heappop(frontier)
-            if self.maze[current[0]][current[1]] == 3:
-                goal = current
-                break
-            if current not in visited:
-                visited.add(current)
-                for dx, dy in self.directions:
-                    x, y = current[0] + dx, current[1] + dy
-                    if 0 <= x < self.maze.num_rows() and 0 <= y < self.maze.num_columns() and self.maze[x][y] != 1:
-                        new_cost = total_cost + 1
-                        heapq.heappush(frontier,
-                                       (new_cost + heuristic((x, y), self.corners, visited), (x, y), path + [current]))
-
-        if goal:
-            return path + [goal]
-        else:
-            return None
diff --git a/Classes/bfs.py b/Classes/bfs.py
deleted file mode 100644
index 8e1753e..0000000
--- a/Classes/bfs.py
+++ /dev/null
@@ -1,90 +0,0 @@
-from collections import deque
-
-
-class BFS:
-    """
-    Initializes a BFS (Breadth-First Search) solver object.
-    """
-
-    def __init__(self):
-        self.visited = set()
-        self.queue = deque()
-        self.parent = {}  # Dictionary to store parent relationships for path reconstruction
-        self.path = []  # List to store the final path
-
-    """
-    Returns a list of valid neighbours for a given cell in the maze.
-
-    :param maze: The maze grid.
-    :param i: The row index of the current cell.
-    :param j: The column index of the current cell.
-    :return: A list of valid neighbours.
-    """
-
-    def get_neighbours(self, maze, i, j):
-        neighbours = []
-        directions = [(0, 1), (1, 0), (0, -1), (-1, 0)]
-
-        for direction in directions:
-            ni, nj = i + direction[0], j + direction[1]
-            if 0 <= ni < len(maze) and 0 <= nj < len(maze[0]) and maze[ni][nj] != 1:
-                neighbours.append((ni, nj))
-
-        return neighbours
-
-    """
-    Performs Breadth-First Search on the maze to find a path from the start to the goal.
-
-    :param maze: The maze grid.
-    :param start: The starting position.
-    :param goal: The goal position.
-    :return: True if a path is found, False otherwise.
-    """
-
-    def bfs(self, maze, start, goal):
-        self.visited.clear()
-        self.queue.clear()
-        self.parent.clear()  # Clear parent dictionary
-        self.path.clear()  # Clear path
-
-        self.queue.append(start)
-        self.visited.add(start)
-
-        while self.queue:
-            current = self.queue.popleft()
-
-            if current == goal:
-                self.construct_path(start, goal)
-                return True  # Goal found
-
-            for neighbour in self.get_neighbours(maze, current[0], current[1]):
-                if neighbour not in self.visited:
-                    self.queue.append(neighbour)
-                    self.visited.add(neighbour)
-                    self.parent[neighbour] = current
-
-        return False  # Goal not reached
-
-    """
-    Constructs the path from the start to the goal using the parent dictionary.
-
-    :param start: The starting position.
-    :param goal: The goal position.
-    """
-
-    def construct_path(self, start, goal):
-        current = goal
-        while current != start:
-            self.path.append(current)
-            current = self.parent[current]
-
-        self.path.append(start)
-
-    """
-    Returns the reconstructed path from start to goal.
-
-    :return: The path as a list of positions.
-    """
-
-    def get_path(self):
-        return list(reversed(self.path))
diff --git a/Classes/button.py b/Classes/button.py
deleted file mode 100644
index d26239e..0000000
--- a/Classes/button.py
+++ /dev/null
@@ -1,63 +0,0 @@
-from config import *
-
-
-class Button:
-    """
-    Initializes a Button object with specified attributes.
-
-    :param image: The image representing the button.
-    :param x: The x-coordinate of the button's position.
-    :param y: The y-coordinate of the button's position.
-    :param level: The level associated with the button.
-    :param player_controller: The player controller associated with the button.
-    """
-
-    def __init__(self, image, x, y, level, player_controller):
-        self.image = image
-        self.x = x
-        self.y = y
-        self.level = level
-        self.is_clicked = False
-        self.player_controller = player_controller
-
-    """
-    Draws the button on the game screen.
-
-    This method scales the button's image, positions it, and blits it onto the screen.
-    """
-    def draw(self):
-        width = self.image.get_width()
-        height = self.image.get_height()
-        scaled_image = pygame.transform.scale(self.image, (int(width * 0.7), int(height * 0.7)))
-        image_rect = scaled_image.get_rect()
-        image_rect.right = self.x
-        image_rect.top = self.y
-        screen.blit(scaled_image, image_rect)
-
-    """
-    Handles mouse clicks on the button.
-
-    If the button is clicked, it sets the maze level, resets the player position, and updates the 'is_clicked' 
-    attribute.
-
-    :param mouse_pos: The current mouse position (x, y).
-    :param maze: The maze associated with the button.
-    """
-    def handle_mouse_click(self, mouse_pos, maze):
-        if self.check_click(mouse_pos):
-            maze.set_level(self.level)
-            self.player_controller.reset_player_position()
-            self.is_clicked = True
-        else:
-            self.is_clicked = False
-
-    """
-    Checks if the mouse click is within the button's boundaries.
-
-    :param mouse_pos: The current mouse position (x, y).
-    :return: True if the mouse click is within the button's boundaries, False otherwise.
-    """
-    def check_click(self, mouse_pos):
-        x, y = mouse_pos
-        return self.x <= x <= self.x + self.image.get_width() and self.y <= y <= self.y + self.image.get_height()
-
diff --git a/Classes/config.py b/Classes/config.py
deleted file mode 100644
index 25fad33..0000000
--- a/Classes/config.py
+++ /dev/null
@@ -1,75 +0,0 @@
-import pygame
-
-TILE_SIZE = 64
-screen = pygame.display.set_mode([640, 512])
-
-timer = pygame.time.Clock()
-FPS = 60
-
-small_maze = [
-    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
-    [1, 4, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 4, 1],
-    [1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 0, 1],
-    [1, 0, 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1],
-    [1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1],
-    [1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1],
-    [1, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1],
-    [1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1],
-    [1, 0, 1, 0, 1, 0, 2, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 1, 0, 1],
-    [1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1],
-    [1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1],
-    [1, 4, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1],
-    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
-]
-
-medium_maze = [
-    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
-    [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1],
-    [1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1],
-    [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 3, 1],
-    [1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1],
-    [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1],
-    [1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1],
-    [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1],
-    [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1],
-    [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 1],
-    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
-]
-
-large_maze = [
-    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
-    [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 4, 1],
-    [1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1],
-    [1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1],
-    [1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1],
-    [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1],
-    [1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1],
-    [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1],
-    [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 2, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1],
-    [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 2, 1],
-    [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 2, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1],
-    [1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1],
-    [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1],
-    [1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1],
-    [1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1],
-    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
-]
-
-levels = [small_maze, medium_maze, large_maze]
-current_level = levels[0]
-player_model = pygame.Rect(TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE)
-tiles = [pygame.image.load('blank.png'), pygame.image.load('wall.png'), pygame.image.load('blank.png'),
-         pygame.image.load('goal.png'), pygame.image.load('blank.png')]
-easy_button = pygame.image.load('button_easy.png').convert_alpha()
-normal_button = pygame.image.load('button_normal.png').convert_alpha()
-hard_button = pygame.image.load('button_hard.png').convert_alpha()
-WIDTH, HEIGHT = TILE_SIZE * len(current_level[0]), TILE_SIZE * len(current_level)
-
diff --git a/Classes/dfs.py b/Classes/dfs.py
deleted file mode 100644
index b01cdd3..0000000
--- a/Classes/dfs.py
+++ /dev/null
@@ -1,70 +0,0 @@
-
-class DFS:
-    """
-    Initializes a DFS (Depth-First Search) solver object.
-    """
-    def __init__(self):
-        self.visited = set()
-        self.path = []
-
-    """
-    Returns a list of valid neighbours for a given cell in the maze.
-
-    :param maze: The maze grid.
-    :param i: The row index of the current cell.
-    :param j: The column index of the current cell.
-    :return: A list of valid neighbours.
-    """
-    def get_neighbours(self, maze, i, j):
-        neighbours = []
-        directions = [(0, 1), (1, 0), (0, -1), (-1, 0)]
-
-        for direction in directions:
-            ni, nj = i + direction[0], j + direction[1]
-            if 0 <= ni < len(maze) and 0 <= nj < len(maze[0]) and maze[ni][nj] != 1:
-                neighbours.append((ni, nj))
-
-        return neighbours
-
-    """
-    Performs Depth-First Search on the maze to find a path from the start to the goal.
-
-    :param maze: The maze grid.
-    :param start: The starting position.
-    :param goal: The goal position.
-    :return: True if a path is found, False otherwise.
-    """
-    def dfs(self, maze, start, goal):
-        self.visited.clear()
-        self.path.clear()
-        return self._dfs(maze, start, goal)
-
-    """
-    Recursive helper function for DFS.
-
-    :param maze: The maze grid.
-    :param current: The current position.
-    :param goal: The goal position.
-    :return: True if a path is found, False otherwise.
-    """
-    def _dfs(self, maze, current, goal):
-        if current == goal:
-            self.path.append(current)
-            return True
-
-        self.visited.add(current)
-
-        for neighbour in self.get_neighbours(maze, current[0], current[1]):
-            if neighbour not in self.visited and self._dfs(maze, neighbour, goal):
-                self.path.append(current)
-                return True
-
-        return False
-
-    """
-    Returns the reconstructed path from start to goal.
-
-    :return: The path as a list of positions.
-    """
-    def get_path(self):
-        return list(reversed(self.path))
diff --git a/Classes/dijkstra.py b/Classes/dijkstra.py
deleted file mode 100644
index 3d29284..0000000
--- a/Classes/dijkstra.py
+++ /dev/null
@@ -1,78 +0,0 @@
-import heapq
-
-
-class Dijkstra:
-    """
-    Initializes a Dijkstra object.
-
-    :param maze: The maze used for navigation and solving.
-    """
-    def __init__(self, maze):
-        self.maze = maze
-
-    """
-    Calculates the cost of moving from one cell to another based on the cell type.
-
-    :param cell_type: The type of cell (0 for empty, 1 for wall, 2 for goal, etc.).
-    :return: The cost of moving to the cell.
-    """
-    def calculate_cost(self, cell):
-        if cell == 0:
-            return 1
-        elif cell == 2:
-            return 100
-        elif cell == 3:
-            return 1
-        else:
-            return float('inf')
-
-    """
-    Finds the shortest path from the player's current position to a specific location using Dijkstra's algorithm.
-
-    :param start_position: The (row, column) position of the start.
-    :param goal_position: The (row, column) position of the goal.
-    :return: The shortest path from the start position to the goal position.
-    """
-    def find_shortest_path(self, start_position, goal_position):
-        frontier = [(0, start_position)]
-        came_from = {}
-        cost_so_far = {}
-        came_from[start_position] = None
-        cost_so_far[start_position] = 0
-
-        while frontier:
-            current_cost, current = heapq.heappop(frontier)
-
-            if current == goal_position:
-                break
-
-            for next in self.get_neighbors(current):
-                new_cost = cost_so_far[current] + self.calculate_cost(self.maze.current_level[next[0]][next[1]])
-                if next not in cost_so_far or new_cost < cost_so_far[next]:
-                    cost_so_far[next] = new_cost
-                    priority = new_cost
-                    heapq.heappush(frontier, (priority, next))
-                    came_from[next] = current
-
-        current = goal_position
-        path = []
-        while current != start_position:
-            path.append(current)
-            current = came_from[current]
-        path.append(start_position)
-        path.reverse()
-        return path
-
-    """
-    Gets the valid neighboring cells of a given cell.
-
-    :param cell: The (row, column) position of the cell.
-    :return: A list of valid neighboring cells.
-    """
-    def get_neighbors(self, cell):
-        neighbors = []
-        for dx, dy in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
-            x, y = cell[1] + dx, cell[0] + dy
-            if 0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level):
-                neighbors.append((y, x))
-        return neighbors
\ No newline at end of file
diff --git a/Classes/enemy.py b/Classes/enemy.py
deleted file mode 100644
index 86df1c2..0000000
--- a/Classes/enemy.py
+++ /dev/null
@@ -1,50 +0,0 @@
-import random
-from config import *
-
-"""
-Class representing an enemy agent in the game.
-"""
-
-
-class Enemy:
-    """
-    Initialise the Enemy object.
-
-    :param maze (Maze): The maze object representing the game environment.
-    :param x (int): The x-coordinate of the enemy's position.
-    :param y (int): The y-coordinate of the enemy's position.
-    """
-
-    def __init__(self, maze):
-        self.maze = maze
-        self.x, self.y = self.reset_position()
-
-    """
-    Reset the position of the enemy to a valid starting position in the maze.
-
-    :return: tuple: A tuple containing the x and y coordinates of the enemy's position.
-    """
-
-    def reset_position(self):
-        while True:
-            num_rows = self.maze.num_rows()
-            num_cols = self.maze.num_columns()
-
-            random_row = random.randint(0, num_rows - 1)
-
-            start_col = num_cols - 2
-
-            self.x = start_col * TILE_SIZE
-            self.y = random_row * TILE_SIZE
-
-            if self.maze[random_row][start_col] != 1:
-                return self.x, self.y
-
-    """
-    Draw the enemy on the screen.
-
-    :param screen: The Pygame screen surface to draw on.
-    """
-
-    def draw(self, screen):
-        pygame.draw.rect(screen, 'blue', (self.x, self.y, TILE_SIZE, TILE_SIZE))
diff --git a/Classes/expectimax.py b/Classes/expectimax.py
deleted file mode 100644
index 3efea7a..0000000
--- a/Classes/expectimax.py
+++ /dev/null
@@ -1,43 +0,0 @@
-from minmax import MinMax
-
-
-class Expectimax(MinMax):
-    """
-    Initializes an Expectimax object.
-
-    :param maze: The maze used for navigation and solving.
-    """
-    def __init__(self, maze):
-        super().__init__(maze)
-
-    """
-    Performs the Expectimax algorithm to determine the best move the enemy can take.
-
-    :param player_position: The current position of the player agent.
-    :param enemy_position: The current position of the enemy agent.
-    :param depth: The depth of the Expectimax search tree.
-    :param maximising_player: True if maximising player (enemy), False if minimising player (player).
-    :return: The best move for the enemy agent.
-    """
-    def expectimax(self, player_position, enemy_position, depth, maximising_player):
-        if depth == 0 or self.game_over():
-            # Evaluate the current game state
-            return self.evaluate(player_position, enemy_position)
-
-        if maximising_player:
-            max_eval = float('-inf')
-            valid_moves = self.get_valid_moves(enemy_position)
-            for move in valid_moves:
-                if self.is_valid_move(move):
-                    eval = self.expectimax(player_position, move, depth - 1, False)
-                    max_eval = max(max_eval, eval)
-            return max_eval
-        else:
-            total_eval = 0
-            valid_moves = self.get_valid_moves(player_position)
-            num_moves = len(valid_moves)
-            for move in valid_moves:
-                if self.is_valid_move(move):
-                    eval = self.expectimax(move, enemy_position, depth - 1, True)
-                    total_eval += eval
-            return total_eval / num_moves
\ No newline at end of file
diff --git a/Classes/game.py b/Classes/game.py
deleted file mode 100644
index 469b138..0000000
--- a/Classes/game.py
+++ /dev/null
@@ -1,50 +0,0 @@
-"""
-Class representing the main game logic.
-"""
-class Game:
-    """
-    Initialize the Game object.
-
-    :param maze: The maze grid representing the game environment.
-    """
-    def __init__(self, maze):
-        self.maze = maze
-        self.player_position = (1, 1)
-        self.enemy_positions = self.get_enemy_positions()
-
-    """
-    Find the current position of the player in the maze.
-
-    :return: The (row, column) position of the player, or None if not found.
-    """
-    def get_player_position(self):
-        for i in range(len(self.maze)):
-            for j in range(len(self.maze[0])):
-                if self.maze[i][j] == 0:
-                    return i, j
-        return None
-
-    """
-    Find the positions of the enemy agents in the maze.
-
-    :return: A list containing the positions of the enemy agents.
-    """
-    def get_enemy_positions(self):
-        # Implement logic to find the opponents' positions in the maze
-        pass
-
-    """
-    Update the positions of the player and enemy agents based on the current state of the maze.
-    """
-    def update_positions(self):
-        self.player_position = self.get_player_position()
-        self.enemy_positions = self.get_enemy_positions()
-
-    """
-    Check if the game is over.
-
-    :return: True if the game is over, False otherwise.
-    """
-    def check_game_over(self):
-        # Implement logic to check if the game is over (e.g., player reached the goal or caught by opponent)
-        pass
diff --git a/Classes/main.py b/Classes/main.py
deleted file mode 100644
index 8f69e29..0000000
--- a/Classes/main.py
+++ /dev/null
@@ -1,65 +0,0 @@
-from maze import *
-from player import *
-from button import *
-from playerController import *
-from dfs import *
-from bfs import *
-from dijkstra import *
-from aStar import *
-from enemy import *
-from minmax import *
-
-pygame.init()
-maze = Maze(small_maze)
-player = Player(TILE_SIZE, TILE_SIZE)
-enemy1 = Enemy(maze)
-depth = 3
-
-player_controller = PlayerController(player, maze)
-easy_button = Button(easy_button, 150, 10, small_maze, player_controller)
-normal_button = Button(normal_button, 300, 10, medium_maze, player_controller)
-hard_button = Button(hard_button, 426, 10, large_maze, player_controller)
-dfs_solver = DFS()
-bfs_solver = BFS()
-dijkstra_solver = Dijkstra(maze)
-aStar_solver = AStar(maze)
-minmax_solver = MinMax(maze)
-player_controller.set_dfs_solver(dfs_solver)
-player_controller.set_bfs_solver(bfs_solver)
-player_controller.set_dijkstra_solver(dijkstra_solver)
-player_controller.set_astar_solver(aStar_solver)
-# best_move = minmax_solver.minmax(player_position, enemy_position, depth, True)
-
-run = True
-while run:
-    timer.tick(FPS)
-    maze.draw()
-    player.draw(screen)
-    enemy1.draw(screen)
-    easy_button.draw()
-    normal_button.draw()
-    hard_button.draw()
-
-    # player_controller.move_to_goal_dfs()
-    player_controller.move_to_goal_bfs()
-    # player_controller.move_to_goal_dijkstra()
-    # player_controller.move_to_goal_astar()
-
-    direction = pygame.key.get_pressed()
-    player_controller.move_player(direction)
-
-    for event in pygame.event.get():
-        if event.type == pygame.QUIT:
-            run = False
-        elif event.type == pygame.MOUSEBUTTONDOWN:
-            mouse_pos = pygame.mouse.get_pos()
-            easy_button.handle_mouse_click(mouse_pos, maze)
-            normal_button.handle_mouse_click(mouse_pos, maze)
-            hard_button.handle_mouse_click(mouse_pos, maze)
-
-            if easy_button.is_clicked or normal_button.is_clicked or hard_button.is_clicked:
-                player_controller.reset_player_position()
-                enemy1.reset_position()
-
-    pygame.display.flip()
-pygame.quit()
diff --git a/Classes/maze.py b/Classes/maze.py
deleted file mode 100644
index 8dc1cab..0000000
--- a/Classes/maze.py
+++ /dev/null
@@ -1,64 +0,0 @@
-from config import *
-
-
-class Maze:
-    """
-    Initializes a Maze object with an initial maze level.
-
-    :param initial_level: The initial maze level.
-    """
-    def __init__(self, initial_level):
-        self.current_level = initial_level
-        self.update_screen_size()
-
-    """
-    Get the length of the maze, which is the number of rows in the maze.
-
-    :return: The number of rows in the maze.
-    """
-    def num_rows(self):
-        return len(self.current_level)
-
-    """
-    Get the number of columns in the maze.
-
-    :return: The number of columns in the maze.
-    """
-    def num_columns(self):
-        return len(self.current_level[0])
-
-    """
-    Retrieves the item at the specified index.
-
-    :param index: The index of the item to retrieve.
-    :return: The item at the specified index.
-    """
-    def __getitem__(self, index):
-        return self.current_level[index]
-
-    """
-    Sets a new maze level and updates the screen size accordingly.
-
-    :param new_level: The new maze level.
-    """
-    def set_level(self, new_level):
-        self.current_level = new_level
-        self.update_screen_size()
-
-    """
-    Updates the size of the game screen based on the current maze level.
-    """
-    def update_screen_size(self):
-        screen_size = (len(self.current_level[0]) * TILE_SIZE, len(self.current_level) * TILE_SIZE)
-        screen = pygame.display.set_mode(screen_size)
-
-    """
-    Draws the current maze level on the game screen.
-    """
-    def draw(self):
-        for row in range(len(self.current_level)):
-            for column in range(len(self.current_level[row])):
-                x = column * TILE_SIZE
-                y = row * TILE_SIZE
-                tile = tiles[self.current_level[row][column]]
-                screen.blit(tile, (x, y))
diff --git a/Classes/minmax.py b/Classes/minmax.py
deleted file mode 100644
index cb745b9..0000000
--- a/Classes/minmax.py
+++ /dev/null
@@ -1,93 +0,0 @@
-class MinMax:
-    """
-    Initializes a MinMax object.
-
-    :param maze: The maze used for navigation and solving.
-    """
-    def __init__(self, maze):
-        self.maze = maze
-
-    """
-    Gets the valid moves that an enemy agent can take.
-
-    :param player_position: The current position of the player agent.
-    :return: A list of valid moves for the enemy agent.
-    """
-    def get_valid_moves(self, player_position):
-        valid_moves = []
-        for dx, dy in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
-            x, y = player_position[1] + dx, player_position[0] + dy
-            if (0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level) and
-                    self.maze.current_level[y][x] != 1):
-                valid_moves.append((y, x))
-        return valid_moves
-
-    """
-    Checks if a move to a given position is valid.
-
-    :param position: The position to move to.
-    :return: True if the move is valid, False otherwise.
-    """
-    def is_valid_move(self, position):
-        x, y = position[1], position[0]
-        return (0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level) and
-                self.maze.current_level[y][x] != 1)
-
-    """
-    Performs the MinMax algorithm with Alpha-beta pruning to determine the best move the enemy can take.
-
-    :param player_position: The current position of the player agent.
-    :param enemy_position: The current position of the enemy agent.
-    :param depth: The depth of the MinMax search tree.
-    :param alpha: The best value that the maximizing player currently can guarantee.
-    :param beta: The best value that the minimizing player currently can guarantee.
-    :param maximizing_player: True if maximizing player (enemy), False if minimizing player (player).
-    :return: The best move for the enemy agent.
-    """
-    def minmax(self, player_position, enemy_position, depth, alpha, beta, maximizing_player):
-        if depth == 0 or self.game_over():
-            # Evaluate the current game state
-            return self.evaluate(player_position, enemy_position)
-
-        if maximizing_player:
-            max_eval = float('-inf')
-            valid_moves = self.get_valid_moves(enemy_position)
-            for move in valid_moves:
-                if self.is_valid_move(move):
-                    eval = self.minmax(player_position, move, depth - 1, alpha, beta, False)
-                    max_eval = max(max_eval, eval)
-                    alpha = max(alpha, eval)
-                    if beta <= alpha:
-                        break
-            return max_eval
-        else:
-            min_eval = float('inf')
-            valid_moves = self.get_valid_moves(player_position)
-            for move in valid_moves:
-                if self.is_valid_move(move):
-                    eval = self.minmax(move, enemy_position, depth - 1, alpha, beta, True)
-                    min_eval = min(min_eval, eval)
-                    beta = min(beta, eval)
-                    if beta <= alpha:
-                        break
-            return min_eval
-
-    """
-    Evaluate the current game state.
-
-    :param player_position: The current position of the player agent.
-    :param enemy_position: The current position of the enemy agent.
-    :return: The evaluation of the current game state.
-    """
-    def evaluate(self, player_position, enemy_position):
-        # Implement the evaluation logic here
-        pass
-
-    """
-    Check if the game is over.
-
-    :return: True if the game is over, False otherwise.
-    """
-    def game_over(self):
-        # Implement the game over condition here
-        pass
diff --git a/Classes/player.py b/Classes/player.py
deleted file mode 100644
index 4a4840a..0000000
--- a/Classes/player.py
+++ /dev/null
@@ -1,22 +0,0 @@
-from config import *
-
-
-class Player:
-    """
-    Initialises a Player object with a specified position.
-
-    :param x: The x-coordinate of the player's position.
-    :param y: The y-coordinate of the player's position
-    """
-    def __init__(self, x, y):
-        self.x = x
-        self.y = y
-
-    """
-    Draws the player on the game screen using Pygame.
-
-    This method utilizes the Pygame library to draw a white rectangle representing the player
-    at the specified (x, y) coordinates with the size of TILE_SIZE.
-    """
-    def draw(self, screen):
-        pygame.draw.rect(screen, 'white', (self.x, self.y, TILE_SIZE, TILE_SIZE))
diff --git a/Classes/playerController.py b/Classes/playerController.py
deleted file mode 100644
index c591ce2..0000000
--- a/Classes/playerController.py
+++ /dev/null
@@ -1,223 +0,0 @@
-from config import *
-from dfs import *
-from bfs import *
-from dijkstra import *
-from game import *
-
-
-class PlayerController:
-    """
-    Initializes a PlayerController object.
-
-    :param player: The player controlled by this controller.
-    :param maze: The maze used for navigation and solving.
-    """
-    def __init__(self, player, maze):
-        self.player = player
-        self.maze = maze
-        self.player_position = (1, 1)
-        self.dfs_solver = DFS()
-        self.bfs_solver = BFS()
-        self.dijkstra_solver = None
-        self.astar_solver = None
-
-    """
-    Moves the player in the specified direction based on keyboard input.
-
-    :param direction: A dictionary representing the keys pressed.
-    """
-    def move_player(self, direction):
-        new_x = self.player.x
-        new_y = self.player.y
-
-        if direction[pygame.K_UP]:
-            new_y -= TILE_SIZE
-            new_position = (self.player_position[0] - 1, self.player_position[1])
-        elif direction[pygame.K_DOWN]:
-            new_y += TILE_SIZE
-            new_position = (self.player_position[0] + 1, self.player_position[1])
-        elif direction[pygame.K_LEFT]:
-            new_x -= TILE_SIZE
-            new_position = (self.player_position[0], self.player_position[1] - 1)
-        elif direction[pygame.K_RIGHT]:
-            new_x += TILE_SIZE
-            new_position = (self.player_position[0], self.player_position[1] + 1)
-        else:
-            return
-
-        if self.is_valid_position(new_position):
-            self.player_position = new_position
-
-        if self.check_collision(new_x, new_y):
-            self.player.x = new_x
-            self.player.y = new_y
-
-    """
-    Checks if a given position is valid within the maze.
-
-    :param position: The position to check in the form of (x, y) coordinates.
-    :return: True if the position is valid and does not collide with walls, False otherwise.
-    """
-    def is_valid_position(self, position):
-        x, y = position
-        return 0 <= x < len(self.maze.current_level) and 0 <= y < len(self.maze.current_level[0]) and \
-            self.maze.current_level[x][y] != 1
-
-    """
-    Checks if the player will collide with walls at the specified position.
-
-    :param x: The x-coordinate of the potential position.
-    :param y: The y-coordinate of the potential position.
-    :return: True if collision is detected, False otherwise.
-    """
-    def check_collision(self, x, y):
-        row = y // TILE_SIZE
-        column = x // TILE_SIZE
-        return self.maze.current_level[row][column] != 1
-
-    """Resets the player's position to the starting point."""
-    def reset_player_position(self):
-        self.player.x = TILE_SIZE
-        self.player.y = TILE_SIZE
-
-    """
-    Sets the DFS solver used by the controller.
-
-    :param dfs_solver: The DFS solver object.
-    """
-    def set_dfs_solver(self, dfs_solver):
-        self.dfs_solver = dfs_solver
-
-    """
-    Sets the BFS solver used by the controller.
-
-    :param bfs_solver: The BFS solver object.
-    """
-    def set_bfs_solver(self, bfs_solver):
-        self.bfs_solver = bfs_solver
-
-    """
-    Sets the Dijkstra solver used by the controller.
-
-    :param dijkstra_solver: The Dijkstra solver object.
-    """
-    def set_dijkstra_solver(self, dijkstra_solver):
-        self.dijkstra_solver = dijkstra_solver
-
-    """
-    Sets the A* solver used by the controller.
-
-    :param dijkstra_solver: The A* solver object.
-    """
-    def set_astar_solver(self, astar_solver):
-        self.astar_solver = astar_solver
-
-    """
-    Moves the player towards the goal using DFS.
-    """
-    def move_to_goal_dfs(self):
-        start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE)
-        goal_position = self.find_goal_position()
-
-        if goal_position:
-            if self.dfs_solver.dfs(self.maze.current_level, start_position, goal_position):
-                path = self.dfs_solver.get_path()
-                self.follow_path(path)
-
-    """
-    Moves the player towards the goal using BFS pathfinding.
-    """
-    def move_to_goal_bfs(self):
-        start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE)
-        goal_position = self.find_goal_position()
-
-        if goal_position:
-            if self.bfs_solver.bfs(self.maze.current_level, start_position, goal_position):
-                path = self.bfs_solver.get_path()
-                self.follow_path(path)
-
-    """
-    Moves the player towards the goal using Dijkstra's algorithm.
-    """
-    def move_to_goal_dijkstra(self):
-        if self.dijkstra_solver is not None:
-            start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE)
-            goal_position = self.find_goal_position()
-
-            if goal_position:
-                path = self.dijkstra_solver.find_shortest_path(start_position, goal_position)
-                if path:
-                    self.follow_path(path)
-
-    """
-    Moves the player to all 4 corners using A* algorithm.
-    """
-
-    def move_to_goal_astar(self):
-        if self.astar_solver is None:
-            print("A* solver not initialized. Please call set_astar_solver first.")
-            return
-
-        if not self.maze:
-            print("Maze not initialized.")
-            return
-
-        start_position = (self.player.y // TILE_SIZE, self.player.x // TILE_SIZE)
-        goal_position = self.astar_solver.find_goal_position(self.maze)
-
-        if goal_position:
-            path = self.astar_solver.find_shortest_path(self.astar_solver.heuristic1)
-            if path:
-                self.follow_path(path)
-
-    """
-    Moves the player along the specified path.
-
-    :param path: The path to follow.
-    """
-    def follow_path(self, path):
-        for position in path:
-            goal_y, goal_x = position
-            target_y, target_x = goal_y * TILE_SIZE, goal_x * TILE_SIZE
-
-            while self.player.x != target_x or self.player.y != target_y:
-                direction_x = 1 if target_x > self.player.x else -1 if target_x < self.player.x else 0
-                direction_y = 1 if target_y > self.player.y else -1 if target_y < self.player.y else 0
-
-                new_x, new_y = self.player.x + direction_x * TILE_SIZE, self.player.y + direction_y * TILE_SIZE
-
-                if self.maze.current_level[new_y // TILE_SIZE][new_x // TILE_SIZE] != 1:
-                    # Draw the path on the screen
-                    self.maze.draw()
-                    self.draw_path(path)
-
-                    # Move the player
-                    self.player.x, self.player.y = new_x, new_y
-
-                    pygame.display.flip()
-                    pygame.time.delay(100)
-
-    """
-    Draws the path on the screen for visualization.
-
-    :param path: The path to draw.
-    """
-    def draw_path(self, path):
-        for position in path:
-            pygame.draw.rect(
-                screen,
-                (0, 255, 0),  # Green color for the path
-                (position[1] * TILE_SIZE, position[0] * TILE_SIZE, TILE_SIZE, TILE_SIZE),
-            )
-
-    """
-    Finds the position of the goal in the maze.
-
-    :return: The (row, column) position of the goal or None if not found.
-    """
-    def find_goal_position(self):
-        for i in range(len(self.maze.current_level)):
-            for j in range(len(self.maze.current_level[0])):
-                if self.maze.current_level[i][j] == 3:
-                    return i, j
-        return None
diff --git a/Classes/testAStar.py b/Classes/testAStar.py
deleted file mode 100644
index 1d98f72..0000000
--- a/Classes/testAStar.py
+++ /dev/null
@@ -1,68 +0,0 @@
-import unittest
-from aStar import AStar
-
-
-class TestAStar(unittest.TestCase):
-    def setUp(self):
-        self.maze = [
-            [1, 0, 0, 0],
-            [0, 1, 1, 0],
-            [0, 0, 0, 1],
-            [1, 0, 0, 0]
-        ]
-        self.a_star_solver = AStar(self.maze)
-
-    def test_heuristic1(self):
-        current_position = (1, 1)
-        visited_corners = set()
-        heuristic_result = self.a_star_solver.heuristic1(current_position, self.a_star_solver.corners, visited_corners)
-        self.assertEqual(heuristic_result, 3)
-
-        current_position = (2, 2)
-        visited_corners = set()
-        heuristic_result = self.a_star_solver.heuristic1(current_position, self.a_star_solver.corners, visited_corners)
-        self.assertEqual(heuristic_result, ...)
-
-    def test_heuristic2(self):
-        current_position = (1, 1)
-        visited_corners = set()
-        heuristic_result = self.a_star_solver.heuristic2(current_position, self.a_star_solver.corners, visited_corners)
-        self.assertEqual(heuristic_result, ...)
-
-        current_position = (2, 2)
-        visited_corners = set()
-        heuristic_result = self.a_star_solver.heuristic2(current_position, self.a_star_solver.corners, visited_corners)
-        self.assertEqual(heuristic_result, ...)
-
-    def test_all_corners_visited(self):
-        corners = {(1, 1), (2, 2), (3, 3)}
-        visited_corners = {(1, 1), (2, 2)}
-        result = self.a_star_solver.all_corners_visited(corners, visited_corners)
-        self.assertFalse(result)
-
-    def test_find_goal_position(self):
-        maze_with_goal = ...
-        goal_position = self.a_star_solver.find_goal_position(maze_with_goal)
-        self.assertIsNotNone(goal_position)
-
-        maze_without_goal = ...
-        goal_position = self.a_star_solver.find_goal_position(maze_without_goal)
-        self.assertIsNone(goal_position)
-
-    def test_find_shortest_path_with_valid_heuristic(self):
-        def valid_heuristic(current, corners, visited_corners):
-            return 0
-
-        path = self.a_star_solver.find_shortest_path(valid_heuristic)
-        self.assertIsNotNone(path)
-
-    def test_find_shortest_path_with_invalid_heuristic(self):
-        def invalid_heuristic(current, corners, visited_corners):
-            return None
-
-        path = self.a_star_solver.find_shortest_path(invalid_heuristic)
-        self.assertIsNone(path)
-
-
-if __name__ == '__main__':
-    unittest.main()
diff --git a/Classes/testBFS.py b/Classes/testBFS.py
deleted file mode 100644
index 3d5f40a..0000000
--- a/Classes/testBFS.py
+++ /dev/null
@@ -1,109 +0,0 @@
-import unittest
-from collections import deque
-from bfs import BFS
-
-
-class TestBFS(unittest.TestCase):
-    def setUp(self):
-        self.bfs_solver = BFS()
-
-    def test_init(self):
-        bfs = BFS()
-        self.assertEqual(len(bfs.visited), 0)
-        self.assertIsInstance(bfs.queue, deque)
-        self.assertEqual(len(bfs.parent), 0)
-        self.assertEqual(len(bfs.path), 0)
-
-    def test_get_neighbours(self):
-        bfs = BFS()
-        maze = [
-            [0, 0, 0],
-            [0, 1, 0],
-            [0, 0, 0]
-        ]
-        neighbours = bfs.get_neighbours(maze, 1, 1)
-        expected_neighbours = [(0, 1), (1, 0), (1, 2), (2, 1)]
-        self.assertEqual(neighbours, expected_neighbours)
-
-        maze = [
-            [1, 1, 1],
-            [1, 1, 1],
-            [1, 1, 1]
-        ]
-        neighbours = bfs.get_neighbours(maze, 1, 1)
-        self.assertEqual(neighbours, [])
-
-    def test_bfs_path_found(self):
-        maze = [
-            [0, 0, 0],
-            [1, 1, 0],
-            [0, 0, 0]
-        ]
-        start = (0, 0)
-        goal = (2, 2)
-        self.assertTrue(self.bfs_solver.bfs(maze, start, goal))
-
-    def test_bfs_no_path(self):
-        maze = [
-            [0, 1, 0],
-            [1, 1, 0],
-            [0, 1, 0]
-        ]
-        start = (0, 0)
-        goal = (2, 2)
-        self.assertFalse(self.bfs_solver.bfs(maze, start, goal))
-
-    def test_bfs_empty_maze(self):
-        maze = []
-        start = (0, 0)
-        goal = (2, 2)
-        self.assertFalse(self.bfs_solver.bfs(maze, start, goal))
-
-    def test_bfs_unreachable_goal(self):
-        maze = [
-            [0, 0, 0],
-            [1, 1, 0],
-            [0, 0, 1]
-        ]
-        start = (0, 0)
-        goal = (2, 2)
-        self.assertFalse(self.bfs_solver.bfs(maze, start, goal))
-
-    def test_bfs_unreachable_start(self):
-        maze = [
-            [1, 0, 0],
-            [1, 1, 0],
-            [0, 0, 0]
-        ]
-        start = (0, 0)
-        goal = (2, 2)
-        self.assertFalse(self.bfs_solver.bfs(maze, start, goal))
-
-    def test_bfs_single_cell_maze(self):
-        maze = [[0]]
-        start = (0, 0)
-        goal = (0, 0)
-        self.assertTrue(self.bfs_solver.bfs(maze, start, goal))
-
-    def test_construct_path(self):
-        start = (0, 0)
-        goal = (2, 2)
-        parent = {
-            (1, 1): (0, 1),
-            (1, 2): (1, 1),
-            (2, 2): (1, 2),
-            (0, 1): (0, 0)
-        }
-        self.bfs_solver.parent = parent
-        self.bfs_solver.construct_path(start, goal)
-        expected_path = [(0, 0), (0, 1), (1, 1), (1, 2), (2, 2)]
-        self.assertEqual(self.bfs_solver.path, expected_path)
-
-    def test_get_path(self):
-        self.bfs_solver.path = [(0, 0), (0, 1), (1, 1), (1, 2), (2, 2)]
-        expected_path = [(2, 2), (1, 2), (1, 1), (0, 1), (0, 0)]
-        self.assertEqual(self.bfs_solver.get_path(), expected_path)
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testButton.py b/Classes/testButton.py
deleted file mode 100644
index c191dbb..0000000
--- a/Classes/testButton.py
+++ /dev/null
@@ -1,56 +0,0 @@
-import unittest
-from unittest.mock import Mock
-from button import Button
-
-
-class TestButton(unittest.TestCase):
-    def setUp(self):
-        pygame = Mock()
-        self.mock_screen = pygame.display.set_mode.return_value
-        self.mock_player_controller = Mock()
-        self.mock_maze = Mock()
-        self.mock_image = Mock()
-        self.mock_image.get_width.return_value = 100
-        self.mock_image.get_height.return_value = 50
-        self.button = Button(self.mock_image, 100, 100, 1, None)
-
-    def test_draw(self):
-        mock_image = Mock()
-        button = Button(mock_image, 100, 100, 1, Mock())
-
-        button.draw()
-
-        expected_calls = [
-            ((mock_image, (100, 100)),),
-        ]
-        self.assertEqual(self.mock_screen.blit.call_args_list, expected_calls)
-
-    def test_handle_mouse_click_when_clicked(self):
-        button = Button(Mock(), 100, 100, 1, self.mock_player_controller)
-
-        button.handle_mouse_click((110, 110), self.mock_maze)
-
-        self.mock_maze.set_level.assert_called_once_with(1)
-        self.mock_player_controller.reset_player_position.assert_called_once()
-        self.assertTrue(button.is_clicked)
-
-    def test_handle_mouse_click_when_not_clicked(self):
-        button = Button(Mock(), 100, 100, 1, self.mock_player_controller)
-
-        button.handle_mouse_click((90, 90), self.mock_maze)
-
-        self.assertFalse(self.mock_maze.set_level.called)
-        self.assertFalse(self.mock_player_controller.reset_player_position.called)
-        self.assertFalse(button.is_clicked)
-
-    def test_check_click_within_boundaries(self):
-        result = self.button.check_click((150, 125))
-        self.assertTrue(result)
-
-    def test_check_click_outside_boundaries(self):
-        result = self.button.check_click((50, 75))
-        self.assertFalse(result)
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testDFS.py b/Classes/testDFS.py
deleted file mode 100644
index 53afc4f..0000000
--- a/Classes/testDFS.py
+++ /dev/null
@@ -1,80 +0,0 @@
-import unittest
-from dfs import DFS
-
-
-class TestDFS(unittest.TestCase):
-    def test_init(self):
-        dfs = DFS()
-        self.assertEqual(dfs.visited, set())
-        self.assertEqual(dfs.path, [])
-
-    def test_get_neighbours(self):
-        maze = [
-            [0, 0, 0, 1],
-            [1, 1, 0, 0],
-            [0, 1, 0, 1],
-            [0, 0, 0, 0]
-        ]
-        dfs = DFS()
-
-        self.assertEqual(dfs.get_neighbours(maze, 0, 0), [(0, 1), (1, 0)])
-        self.assertEqual(dfs.get_neighbours(maze, 1, 1), [(1, 2), (2, 1)])
-        self.assertEqual(dfs.get_neighbours(maze, 2, 2), [(2, 1), (3, 2)])
-
-    def test_dfs(self):
-        maze = [
-            [0, 0, 0, 1],
-            [1, 1, 0, 0],
-            [0, 1, 0, 1],
-            [0, 0, 0, 0]
-        ]
-        dfs = DFS()
-
-        start = (0, 0)
-        goal = (3, 3)
-        self.assertTrue(dfs.dfs(maze, start, goal))
-
-        start = (0, 0)
-        goal = (2, 2)
-        self.assertFalse(dfs.dfs(maze, start, goal))
-
-    def test__dfs(self):
-        maze = [
-            [0, 0, 0, 1],
-            [1, 1, 0, 0],
-            [0, 1, 0, 1],
-            [0, 0, 0, 0]
-        ]
-        dfs = DFS()
-
-        start = (0, 0)
-        goal = (3, 3)
-        self.assertTrue(dfs._dfs(maze, start, goal))
-
-        start = (0, 0)
-        goal = (2, 2)
-        self.assertFalse(dfs._dfs(maze, start, goal))
-
-    def test_get_path(self):
-        maze = [
-            [0, 0, 0, 1],
-            [1, 1, 0, 0],
-            [0, 1, 0, 1],
-            [0, 0, 0, 0]
-        ]
-        dfs = DFS()
-
-        start = (0, 0)
-        goal = (3, 3)
-        dfs._dfs(maze, start, goal)
-        expected_path = [(0, 0), (0, 1), (1, 1), (2, 1), (3, 1), (3, 2), (3, 3)]
-        self.assertEqual(dfs.get_path(), expected_path)
-
-        start = (0, 0)
-        goal = (2, 2)
-        dfs._dfs(maze, start, goal)
-        self.assertEqual(dfs.get_path(), [])
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testDijkstra.py b/Classes/testDijkstra.py
deleted file mode 100644
index b6e6804..0000000
--- a/Classes/testDijkstra.py
+++ /dev/null
@@ -1,79 +0,0 @@
-import unittest
-from dijkstra import Dijkstra
-
-
-class TestDijkstra(unittest.TestCase):
-    def setUp(self):
-        self.dijkstra_solver = Dijkstra(None)
-
-    def test_calculate_cost_empty(self):
-        cell_type = 0
-        cost = self.dijkstra_solver.calculate_cost(cell_type)
-        self.assertEqual(cost, 1)
-
-    def test_calculate_cost_wall(self):
-        cell_type = 1
-        cost = self.dijkstra_solver.calculate_cost(cell_type)
-        self.assertEqual(cost, float('inf'))
-
-    def test_calculate_cost_goal(self):
-        cell_type = 2
-        cost = self.dijkstra_solver.calculate_cost(cell_type)
-        self.assertEqual(cost, 100)
-
-    def test_calculate_cost_start(self):
-        cell_type = 3
-        cost = self.dijkstra_solver.calculate_cost(cell_type)
-        self.assertEqual(cost, 1)
-
-    def test_find_shortest_path_simple(self):
-
-        start_position = (0, 0)
-        goal_position = (3, 3)
-        path = self.dijkstra_solver.find_shortest_path(start_position, goal_position)
-        expected_path = [(0, 0), (1, 0), (2, 0), (3, 0), (3, 1), (3, 2), (3, 3)]
-        self.assertEqual(path, expected_path)
-
-    def test_find_shortest_path_blocked_goal(self):
-
-        start_position = (0, 0)
-        goal_position = (3, 3)
-        path = self.dijkstra_solver.find_shortest_path(start_position, goal_position)
-        expected_path = []
-        self.assertEqual(path, expected_path)
-
-    def test_find_shortest_path_complex(self):
-
-        start_position = (0, 0)
-        goal_position = (4, 4)
-        path = self.dijkstra_solver.find_shortest_path(start_position, goal_position)
-        expected_path = [(0, 0), (1, 0), (2, 0), (2, 1), (2, 2), (2, 3), (3, 3), (4, 3), (4, 4)]
-        self.assertEqual(path, expected_path)
-
-    def test_get_neighbors_middle(self):
-        maze = Dijkstra([
-            [0, 0, 0, 1],
-            [1, 1, 0, 0],
-            [0, 1, 0, 1],
-            [0, 0, 0, 0]
-        ])
-        cell = (1, 1)
-        neighbors = maze.get_neighbors(cell)
-        expected_neighbors = [(0, 1), (2, 1), (1, 0), (1, 2)]
-        self.assertEqual(neighbors, expected_neighbors)
-
-    def test_get_neighbors_corner(self):
-        maze = Dijkstra([
-            [0, 0, 0, 1],
-            [1, 1, 0, 0],
-            [0, 1, 0, 1],
-            [0, 0, 0, 0]
-        ])
-        cell = (0, 0)
-        neighbors = maze.get_neighbors(cell)
-        expected_neighbors = [(1, 0), (0, 1)]
-        self.assertEqual(neighbors, expected_neighbors)
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testEnemy.py b/Classes/testEnemy.py
deleted file mode 100644
index 048d0ff..0000000
--- a/Classes/testEnemy.py
+++ /dev/null
@@ -1,46 +0,0 @@
-import unittest
-from unittest.mock import MagicMock, patch
-from enemy import Enemy
-from config import TILE_SIZE
-
-
-class TestEnemy(unittest.TestCase):
-    @patch('enemy.random')
-    def test_init(self, mock_random):
-        mock_maze = MagicMock()
-
-        mock_random.randint.return_value = 2
-        mock_maze.num_rows.return_value = 5
-        mock_maze.num_columns.return_value = 6
-        mock_maze.__getitem__.return_value = 0
-
-        enemy = Enemy(mock_maze)
-
-        self.assertEqual(enemy.x, 2 * 32)
-        self.assertEqual(enemy.y, 0)
-
-    @patch('enemy.random')
-    def test_reset_position(self, mock_random):
-        mock_maze = MagicMock()
-
-        mock_random.randint.return_value = 2
-        mock_maze.num_rows.return_value = 5
-        mock_maze.num_columns.return_value = 6
-        mock_maze.__getitem__.return_value = 0
-
-        enemy = Enemy(mock_maze)
-        enemy.reset_position()
-
-        self.assertEqual(enemy.x, 2 * 32)
-        self.assertEqual(enemy.y, 0)
-
-    def test_draw(self):
-        mock_screen = MagicMock()
-
-        enemy = Enemy(None)
-        enemy.draw(mock_screen)
-        mock_screen.assert_called_once_with('blue', (enemy.x, enemy.y, enemy.TILE_SIZE, enemy.TILE_SIZE))
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testExpectimax.py b/Classes/testExpectimax.py
deleted file mode 100644
index d456122..0000000
--- a/Classes/testExpectimax.py
+++ /dev/null
@@ -1,69 +0,0 @@
-import unittest
-from expectimax import Expectimax
-
-
-class TestExpectimax(unittest.TestCase):
-
-    def test_valid_scenario(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        expectimax_solver = Expectimax(maze)
-        player_position = (0, 0)
-        enemy_position = (2, 2)
-        depth = 3
-        maximizing_player = True
-        result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player)
-        self.assertIsNotNone(result)
-
-    def test_invalid_scenario_negative_depth(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        expectimax_solver = Expectimax(maze)
-        player_position = (0, 0)
-        enemy_position = (2, 2)
-        depth = -1
-        maximizing_player = True
-        with self.assertRaises(ValueError):
-            expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player)
-
-    def test_no_valid_moves(self):
-        maze = [[1, 1, 1],
-                [1, 1, 1],
-                [1, 1, 1]]
-        expectimax_solver = Expectimax(maze)
-        player_position = (0, 0)
-        enemy_position = (2, 2)
-        depth = 3
-        maximizing_player = True
-        result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player)
-        self.assertEqual(result, 0)
-
-    def test_game_over(self):
-        maze = [[0, 0, 0],
-                [0, 0, 0],
-                [0, 0, 0]]
-        expectimax_solver = Expectimax(maze)
-        player_position = (0, 0)
-        enemy_position = (2, 2)
-        depth = 3
-        maximizing_player = True
-        result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player)
-        self.assertEqual(result, 0)
-
-    def test_max_depth(self):
-        maze = [[0, 0, 0],
-                [0, 0, 0],
-                [0, 0, 0]]
-        expectimax_solver = Expectimax(maze)
-        player_position = (0, 0)
-        enemy_position = (2, 2)
-        depth = 10
-        maximizing_player = True
-        result = expectimax_solver.expectimax(player_position, enemy_position, depth, maximizing_player)
-        self.assertIsNotNone(result)
-
-
-if __name__ == '__main__':
-    unittest.main()
diff --git a/Classes/testGame.py b/Classes/testGame.py
deleted file mode 100644
index dbbfc54..0000000
--- a/Classes/testGame.py
+++ /dev/null
@@ -1,60 +0,0 @@
-import unittest
-from game import Game
-
-
-class TestGame(unittest.TestCase):
-
-    def setUp(self):
-        self.maze = [
-            [1, 1, 1, 1, 1],
-            [1, 0, 0, 0, 1],
-            [1, 0, 1, 0, 1],
-            [1, 0, 0, 0, 1],
-            [1, 1, 1, 1, 1]
-        ]
-        self.game = Game(self.maze)
-
-    def test_init(self):
-        maze = [
-            [1, 1, 1, 1, 1],
-            [1, 0, 0, 0, 1],
-            [1, 0, 1, 0, 1],
-            [1, 0, 0, 0, 1],
-            [1, 1, 1, 1, 1]
-        ]
-
-        game = Game(maze)
-
-        self.assertEqual(game.maze, maze)
-        self.assertEqual(game.player_position, (1, 1))
-        self.assertEqual(game.enemy_positions, [(2, 2)])
-
-    def test_get_player_position(self):
-        maze = [
-            [1, 1, 1, 1, 1],
-            [1, 0, 0, 0, 1],
-            [1, 0, 1, 0, 1],
-            [1, 0, 0, 0, 1],
-            [1, 1, 1, 1, 1]
-        ]
-
-        game = Game(maze)
-        player_position = game.get_player_position()
-        self.assertEqual(player_position, (1, 1))
-
-    def test_get_enemy_positions(self):
-        enemy_positions = self.game.get_enemy_positions()
-        self.assertEqual(enemy_positions, [(2, 2)])
-
-    def test_update_positions(self):
-        self.game.update_positions()
-        self.assertEqual(self.game.player_position, (1, 1))
-        self.assertEqual(self.game.enemy_positions, [(2, 2)])
-
-    def test_check_game_over(self):
-        game_over = self.game.check_game_over()
-        self.assertFalse(game_over)
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testMaze.py b/Classes/testMaze.py
deleted file mode 100644
index da1c135..0000000
--- a/Classes/testMaze.py
+++ /dev/null
@@ -1,92 +0,0 @@
-import unittest
-from unittest.mock import Mock
-
-import pygame
-
-from maze import Maze
-
-
-class TestMaze(unittest.TestCase):
-    def test_num_rows(self):
-        initial_level = [
-            [0, 0, 0],
-            [0, 0, 0],
-            [0, 0, 0]
-        ]
-        maze = Maze(initial_level)
-        self.assertEqual(maze.num_rows(), 3)
-
-    def test_num_columns(self):
-        initial_level = [
-            [0, 0, 0, 0],
-            [0, 0, 0, 0],
-            [0, 0, 0, 0]
-        ]
-        maze = Maze(initial_level)
-        self.assertEqual(maze.num_columns(), 4)
-
-    def test_getitem(self):
-        initial_level = [
-            [0, 0, 0],
-            [0, 0, 0],
-            [0, 0, 0]
-        ]
-        maze = Maze(initial_level)
-        self.assertEqual(maze[0], [0, 0, 0])
-        self.assertEqual(maze[1], [0, 0, 0])
-        self.assertEqual(maze[2], [0, 0, 0])
-
-    def test_set_level(self):
-        initial_level = [
-            [0, 0, 0],
-            [0, 0, 0],
-            [0, 0, 0]
-        ]
-        maze = Maze(initial_level)
-        new_level = [
-            [1, 1, 1],
-            [1, 1, 1],
-            [1, 1, 1]
-        ]
-        maze.set_level(new_level)
-        self.assertEqual(maze.current_level, new_level)
-
-    def test_update_screen_size(self):
-        initial_level = [
-            [0, 0, 0],
-            [0, 0, 0],
-            [0, 0, 0]
-        ]
-        maze = Maze(initial_level)
-        pygame.display.set_mode((800, 600))
-        maze.update_screen_size()
-        self.assertEqual(pygame.display.get_surface().get_size(), (3 * 32, 3 * 32))
-
-    def test_draw(self):
-        initial_level = [
-            [0, 0, 0],
-            [0, 1, 0],
-            [0, 0, 0]
-        ]
-        maze = Maze(initial_level)
-        tiles = {0: Mock(), 1: Mock()}
-        maze.tiles = tiles
-
-        maze.draw()
-
-        expected_calls = [
-            ((tiles[0], (0, 0)),),
-            ((tiles[0], (32, 0)),),
-            ((tiles[0], (64, 0)),),
-            ((tiles[0], (0, 32)),),
-            ((tiles[1], (32, 32)),),
-            ((tiles[0], (64, 32)),),
-            ((tiles[0], (0, 64)),),
-            ((tiles[0], (32, 64)),),
-            ((tiles[0], (64, 64)),),
-        ]
-        self.assertEqual(self.mock_screen.blit.call_args_list, expected_calls)
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testMinMax.py b/Classes/testMinMax.py
deleted file mode 100644
index a3ae88d..0000000
--- a/Classes/testMinMax.py
+++ /dev/null
@@ -1,112 +0,0 @@
-import unittest
-from minmax import MinMax
-
-
-class TestMinMax(unittest.TestCase):
-
-    def test_get_valid_moves_middle(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        minmax = MinMax(maze)
-        player_position = (1, 1)
-        valid_moves = minmax.get_valid_moves(player_position)
-        expected_moves = [(0, 1), (2, 1), (1, 0), (1, 2)]
-        self.assertEqual(valid_moves, expected_moves)
-
-    def test_get_valid_moves_corner(self):
-        maze = [[0, 1, 0],
-                [1, 1, 0],
-                [0, 0, 0]]
-        minmax = MinMax(maze)
-        player_position = (0, 0)
-        valid_moves = minmax.get_valid_moves(player_position)
-        expected_moves = [(1, 0), (0, 1)]
-        self.assertEqual(valid_moves, expected_moves)
-
-    def test_valid_move(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        minmax = MinMax(maze)
-        valid_position = (1, 0)
-        self.assertTrue(minmax.is_valid_move(valid_position))
-
-    def test_invalid_move_wall(self):
-        maze = [[0, 1, 0],
-                [1, 1, 0],
-                [0, 0, 0]]
-        minmax = MinMax(maze)
-        wall_position = (0, 1)
-        self.assertFalse(minmax.is_valid_move(wall_position))
-
-    def test_invalid_move_outside(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        minmax = MinMax(maze)
-        outside_position = (3, 0)
-        self.assertFalse(minmax.is_valid_move(outside_position))
-
-    def test_minmax(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        minmax = MinMax(maze)
-        player_position = (0, 0)
-        enemy_position = (2, 2)
-        depth = 3
-        alpha = float('-inf')
-        beta = float('inf')
-        maximizing_player = True
-        result = minmax.minmax(player_position, enemy_position, depth, alpha, beta, maximizing_player)
-        self.assertIsInstance(result, int)
-
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        player_position = (0, 0)
-        enemy_position = (2, 2)
-        depth = 1
-
-        result = minmax.minmax(player_position, enemy_position, depth, float('-inf'), float('inf'), maximizing_player)
-        print("Result:", result)
-
-    def test_evaluate(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        minmax_object = MinMax(maze)
-        print("Testing the evaluate method...")
-
-        player_position = (1, 1)
-        enemy_position = (1, 1)
-        evaluation_result = minmax_object.evaluate(player_position, enemy_position)
-        print("Evaluation result when player and enemy are at the same position:", evaluation_result)
-
-        player_position = (2, 2)
-        enemy_position = (1, 1)
-        evaluation_result = minmax_object.evaluate(player_position, enemy_position)
-        print("Evaluation result when player is closer to the goal than the enemy:", evaluation_result)
-
-        player_position = (1, 1)
-        enemy_position = (2, 2)
-        evaluation_result = minmax_object.evaluate(player_position, enemy_position)
-        print("Evaluation result when enemy is closer to the goal than the player:", evaluation_result)
-
-    def test_game_over(self):
-        maze = [[0, 0, 0],
-                [0, 1, 0],
-                [0, 0, 0]]
-        minmax_object = MinMax(maze)
-        print("Testing the game_over method...")
-
-        game_over_result = minmax_object.game_over()
-        print("Game over result when the game is not over:", game_over_result)
-
-        game_over_result = minmax_object.game_over()
-        print("Game over result when the game is over:", game_over_result)
-
-
-if __name__ == '__main__':
-    unittest.main()
diff --git a/Classes/testPlayer.py b/Classes/testPlayer.py
deleted file mode 100644
index a3386cc..0000000
--- a/Classes/testPlayer.py
+++ /dev/null
@@ -1,18 +0,0 @@
-import unittest
-from unittest.mock import Mock, patch
-from config import TILE_SIZE
-from player import Player
-
-
-class TestPlayer(unittest.TestCase):
-    @patch('pygame.draw.rect')
-    def test_draw(self, mock_rect):
-        # Mock the screen surface
-        screen_surface_mock = Mock()
-        player = Player(10, 20)
-        player.draw(screen_surface_mock)
-        mock_rect.assert_called_once_with(screen_surface_mock, 'white', (10, 20, TILE_SIZE, TILE_SIZE))
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Classes/testPlayerController.py b/Classes/testPlayerController.py
deleted file mode 100644
index 591c217..0000000
--- a/Classes/testPlayerController.py
+++ /dev/null
@@ -1,226 +0,0 @@
-import unittest
-from unittest.mock import Mock
-
-import pygame
-
-from config import TILE_SIZE
-from player import Player
-from playerController import PlayerController  # Import the PlayerController class
-
-
-class TestPlayerController(unittest.TestCase):
-    def setUp(self):
-        self.player_mock = Mock()
-        self.maze_mock = Mock()
-        self.player_controller = PlayerController(self.player_mock, self.maze_mock)
-
-    def test_move_player_up(self):
-        direction = {pygame.K_UP: True, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: False}
-        self.player_controller.move_player(direction)
-        self.assertEqual(self.player_mock.y, self.player_mock.y - TILE_SIZE)
-
-    def test_move_player_down(self):
-        direction = {pygame.K_UP: False, pygame.K_DOWN: True, pygame.K_LEFT: False, pygame.K_RIGHT: False}
-        self.player_controller.move_player(direction)
-        self.assertEqual(self.player_mock.y, self.player_mock.y + TILE_SIZE)
-
-    def test_move_player_left(self):
-        direction = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: True, pygame.K_RIGHT: False}
-        self.player_controller.move_player(direction)
-        self.assertEqual(self.player_mock.x, self.player_mock.x - TILE_SIZE)
-
-    def test_move_player_right(self):
-        direction = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: True}
-        self.player_controller.move_player(direction)
-        self.assertEqual(self.player_mock.x, self.player_mock.x + TILE_SIZE)
-
-    def test_valid_position_within_maze(self):
-        position = (1, 1)
-        self.assertTrue(self.player_controller.is_valid_position(position))
-
-    def test_position_outside_maze_bounds(self):
-        position = (-1, 1)
-        self.assertFalse(self.player_controller.is_valid_position(position))
-        position = (10, 5)
-        self.assertFalse(self.player_controller.is_valid_position(position))
-        position = (1, 10)
-        self.assertFalse(self.player_controller.is_valid_position(position))
-
-    def test_position_collides_with_wall(self):
-        self.player_controller.maze = Mock(current_level=[[0, 0, 0],
-                                                          [0, 1, 0],
-                                                          [0, 0, 0]])
-        position = (1, 1)
-        self.assertFalse(self.player_controller.is_valid_position(position))
-        position = (0, 1)
-        self.assertTrue(self.player_controller.is_valid_position(position))
-
-    def test_collision_with_wall(self):
-        self.player_controller.maze = [[0, 0, 0],
-                                       [0, 1, 0],
-                                       [0, 0, 0]]
-        x, y = 50, 50
-        self.assertTrue(self.player_controller.check_collision(x, y))
-
-    def test_no_collision_with_wall(self):
-        self.player_controller.maze = [[0, 0, 0],
-                                       [0, 0, 0],
-                                       [0, 0, 0]]
-        x, y = 50, 50
-        self.assertFalse(self.player_controller.check_collision(x, y))
-
-    def test_reset_player_position(self):
-        initial_x, initial_y = 100, 100
-        self.player_controller.player = Player(initial_x, initial_y)
-        self.player_controller.reset_player_position()
-        self.assertEqual(self.player_controller.player.x, TILE_SIZE)
-        self.assertEqual(self.player_controller.player.y, TILE_SIZE)
-
-    def test_set_dfs_solver(self):
-        dfs_solver_mock = Mock()
-        self.player_controller.set_dfs_solver(dfs_solver_mock)
-        self.assertEqual(self.player_controller.dfs_solver, dfs_solver_mock)
-
-    def test_set_bfs_solver(self):
-        bfs_solver_mock = Mock()
-        self.player_controller.set_bfs_solver(bfs_solver_mock)
-        self.assertEqual(self.player_controller.bfs_solver, bfs_solver_mock)
-
-    def test_set_dijkstra_solver(self):
-        dijkstra_solver_mock = Mock()
-        self.player_controller.set_dijkstra_solver(dijkstra_solver_mock)
-        self.assertEqual(self.player_controller.dijkstra_solver, dijkstra_solver_mock)
-
-    def test_set_astar_solver(self):
-        astar_solver_mock = Mock()
-        self.player_controller.set_astar_solver(astar_solver_mock)
-        self.assertEqual(self.player_controller.astar_solver, astar_solver_mock)
-
-    def test_move_to_goal_dfs(self):
-        dfs_solver_mock = Mock()
-        dfs_solver_mock.dfs.return_value = True
-        dfs_solver_mock.get_path.return_value = [(1, 1), (1, 2), (1, 3)]
-
-        self.player_controller.set_dfs_solver(dfs_solver_mock)
-        self.player_controller.maze = Mock()
-        self.player_controller.maze.current_level = [
-            [0, 0, 0, 0],
-            [0, 0, 3, 0],
-            [0, 0, 0, 0],
-        ]
-
-        self.player_controller.player.x = TILE_SIZE
-        self.player_controller.player.y = TILE_SIZE
-        self.player_controller.move_to_goal_dfs()
-
-        expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)]
-        self.assertEqual(
-            [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))],
-            expected_path)
-
-    def test_move_to_goal_bfs(self):
-        bfs_solver_mock = Mock()
-        bfs_solver_mock.bfs.return_value = True
-        bfs_solver_mock.get_path.return_value = [(1, 1), (1, 2), (1, 3)]
-
-        self.player_controller.set_bfs_solver(bfs_solver_mock)
-        self.player_controller.maze = Mock()
-        self.player_controller.maze.current_level = [
-            [0, 0, 0, 0],
-            [0, 0, 3, 0],
-            [0, 0, 0, 0],
-        ]
-
-        self.player_controller.player.x = TILE_SIZE
-        self.player_controller.player.y = TILE_SIZE
-        self.player_controller.move_to_goal_bfs()
-
-        expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)]
-        self.assertEqual(
-            [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))],
-            expected_path)
-
-    def test_move_to_goal_dijkstra(self):
-        dijkstra_solver_mock = Mock()
-        dijkstra_solver_mock.find_shortest_path.return_value = [(1, 1), (1, 2), (1, 3)]  # Simulate a path
-
-        self.player_controller.set_dijkstra_solver(dijkstra_solver_mock)
-        self.player_controller.maze = Mock()
-        self.player_controller.maze.current_level = [
-            [0, 0, 0, 0],
-            [0, 0, 3, 0],
-            [0, 0, 0, 0],
-        ]
-
-        self.player_controller.player.x = TILE_SIZE
-        self.player_controller.player.y = TILE_SIZE
-        self.player_controller.move_to_goal_dijkstra()
-
-        expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)]
-        self.assertEqual(
-            [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))],
-            expected_path)
-
-    def test_move_to_goal_astar(self):
-        astar_solver_mock = Mock()
-        astar_solver_mock.find_goal_position.return_value = (2, 2)  # Simulate a goal position
-        astar_solver_mock.find_shortest_path.return_value = [(1, 1), (1, 2), (1, 3)]  # Simulate a path
-
-        self.player_controller.set_astar_solver(astar_solver_mock)
-        self.player_controller.maze = Mock()
-        self.player_controller.maze.current_level = [
-            [0, 0, 0, 0],
-            [0, 0, 3, 0],
-            [0, 0, 0, 0],
-        ]
-
-        self.player_controller.player.x = TILE_SIZE
-        self.player_controller.player.y = TILE_SIZE
-        self.player_controller.move_to_goal_astar()
-
-        expected_path = [(1 * TILE_SIZE, 1 * TILE_SIZE), (1 * TILE_SIZE, 2 * TILE_SIZE), (1 * TILE_SIZE, 3 * TILE_SIZE)]
-        self.assertEqual(
-            [(self.player_controller.player.x, self.player_controller.player.y) for _ in range(len(expected_path))],
-            expected_path)
-
-    def test_follow_path(self):
-        player_mock = Mock()
-        self.player_controller.player = player_mock
-        maze_mock = Mock()
-        self.player_controller.maze = maze_mock
-        path = [(0, 0), (0, 1), (0, 2)]
-        self.player_controller.follow_path(path)
-        expected_positions = [(0, 0), (0, 1), (0, 2)]
-        self.assertEqual([(args[0], args[1]) for args in player_mock.x.call_args_list], expected_positions)
-
-    def test_draw_path(self):
-        screen_mock = Mock()
-        self.player_controller.screen = screen_mock
-        path = [(0, 0), (0, 1), (1, 1)]
-        self.player_controller.draw_path(path)
-
-        expected_calls = [
-            ((screen_mock,), {'color': (0, 255, 0), 'rect': (0, 0, TILE_SIZE, TILE_SIZE)}),
-            ((screen_mock,), {'color': (0, 255, 0), 'rect': (TILE_SIZE, 0, TILE_SIZE, TILE_SIZE)}),
-            ((screen_mock,), {'color': (0, 255, 0), 'rect': (TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE)})
-        ]
-
-        self.assertEqual(screen_mock.mock_calls,
-                         [unittest.mock.call.draw.rect(*args, **kwargs) for args, kwargs in expected_calls])
-
-    def test_find_goal_position(self):
-        mock_maze = Mock()
-        mock_maze.current_level = [
-            [0, 0, 0],
-            [0, 0, 0],
-            [0, 0, 3]
-        ]
-
-        self.player_controller.maze = mock_maze
-        goal_position = self.player_controller.find_goal_position()
-        expected_goal_position = (2, 2)
-        self.assertEqual(goal_position, expected_goal_position)
-
-
-if __name__ == "__main__":
-    unittest.main()
diff --git a/Images/blank.png b/Images/blank.png
deleted file mode 100644
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diff --git a/Images/button_easy.png b/Images/button_easy.png
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