diff --git a/Movement.py b/Movement.py
deleted file mode 100644
index 1e7c515..0000000
--- a/Movement.py
+++ /dev/null
@@ -1,108 +0,0 @@
-import pygame
-import sys
-
-pygame.init()
-
-WIDTH, HEIGHT = 400, 400
-
-class Player(pygame.sprite.Sprite):
-    def __init__(self, pos_x, pos_y, x, y):
-        super().__init__()
-        #sprites
-        self.sprites = []
-        self.in_animation = False
-        self.sprites.append(pygame.image.load("Sprites/Idle/Player_right.png"))
-        self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_1.png"))
-        self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_2.png"))
-        self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_3.png"))
-        self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_4.png"))
-        self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_5.png"))
-        self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_6.png"))
-        self.current_sprite = 0
-        self.image = self.sprites[self.current_sprite]
-
-        self.rect = self.image.get_rect()
-        self.rect.topleft = [pos_x,pos_y]
-
-        #movement
-        self.rect = pygame.Rect(x, y, 32, 32)
-        self.x = int(x)
-        self.y = int(y)
-        self.velX = 0
-        self.velY = 0
-        self.left_pressed = False
-        self.right_pressed = False
-        self.down_pressed = False
-        self.up_pressed = False
-        self.speed = 3
-
-    def animate(self):
-        self.in_animation = True
-
-    def update(self):
-        #animation
-        if self.in_animation:
-            self.current_sprite += 0.2
-
-            if self.current_sprite >= len(self.sprites):
-                self.current_sprite = 0
-                self.in_animation = False 
-            self.image = self.sprites[int(self.current_sprite)]
-
-        #sprite
-        self.velX = 0
-        self.velY = 0
-        if self.left_pressed and not self.right_pressed:
-            self.velX = -self.speed
-        if self.right_pressed and not self.left_pressed:
-            self.velX = self.speed
-        if self.up_pressed and not self.down_pressed:
-            self.velY = -self.speed
-        if self.down_pressed and not self.up_pressed:
-            self.velY = self.speed
-
-        self.x += self.velX
-        self.y += self.velY
-        self.rect = pygame.Rect(self.x, self.y, 32, 32)
-
-screen = pygame.display.set_mode((1920, 1015))
-pygame.display.set_caption("Game_name")
-
-clock = pygame.time.Clock()
-
-moving_sprites = pygame.sprite.Group()
-player = Player(100, 100, WIDTH/2, HEIGHT/2)
-moving_sprites.add(player)
-
-while True:
-    for event in pygame.event.get():
-        if event.type == pygame.QUIT:
-            pygame.quit()
-            sys.exit()
-
-        if event.type == pygame.KEYDOWN:
-            if event.key == pygame.K_a:
-                player.left_pressed = True
-            if event.key == pygame.K_d:
-                player.right_pressed = True
-                player.animate()
-            if event.key == pygame.K_w:
-                player.up_pressed = True
-            if event.key == pygame.K_s:
-                player.down_pressed = True
-
-        if event.type == pygame.KEYUP:
-            if event.key == pygame.K_a:
-                player.left_pressed = False
-            if event.key == pygame.K_d:
-                player.right_pressed = False
-            if event.key == pygame.K_w:
-                player.up_pressed = False
-            if event.key == pygame.K_s:
-                player.down_pressed = False
-
-    screen.fill((0, 255, 255))
-    moving_sprites.draw(screen)
-    pygame.display.flip()
-    dt = clock.tick(60)/1000
-    moving_sprites.update()