diff --git a/constante.c b/constante.c
index bd243f1f8a0267a9d9dd395f62f2ae5a0a4c2c1b..496dcc5dcdc2cdefb1e8787ee635525bb4582b05 100644
--- a/constante.c
+++ b/constante.c
@@ -43,7 +43,7 @@
   * \brief Vitesse initiale de déplacement vertical des éléments du jeu 
 */
 
-#define INITIAL_SPEED 16
+#define INITIAL_SPEED 2
 
 /**
  * \brief Nombre de lignes de météorites
diff --git a/library/Display/Display.c b/library/Display/Display.c
index c285fbb76ad23a24137931af3febf03dffd25a1b..1506aa9673e0d3faa766a9ae79837f2577036c2a 100644
--- a/library/Display/Display.c
+++ b/library/Display/Display.c
@@ -18,19 +18,21 @@ void init_ressource(SDL_Renderer *renderer, ressources_t *textures){
 
     textures->soleilBarre = load_image( "ressources/Elements/soleil.png",renderer);
     textures->soleil = load_image( "ressources/Elements/soleil.png",renderer);
-
+    textures->nb_init = 9;
     init_ressource_element(renderer, textures);
+    
 }
 
 void init_ressource_element(SDL_Renderer *renderer, ressources_t *textures){
     textures->meteorite = load_image( "ressources/meteorite.bmp",renderer);
     textures->e_rotate = load_image("ressources/Elements/reverse.bmp", renderer);
+    textures->coins = load_image("ressources/Elements/coin.png", renderer);
+    textures->nb_init += 3;
 }
 
 void apply_background(SDL_Renderer *renderer, SDL_Texture *texture, world_t *world, int parallax){
     if(texture != NULL){
         apply_texture(texture, renderer, 0, -1800+world->parallax/parallax, world->angle*180/M_PI);
-
     }
 }
 
@@ -54,7 +56,6 @@ void apply_wall(SDL_Renderer * renderer, SDL_Texture *texture, int x, int y,worl
         rect.y = SCREEN_HEIGHT/2 + (x - SCREEN_WIDTH/2) * sin(world->angle) + (y - SCREEN_HEIGHT/2) * cos(world->angle);
         rect.w = METEORITE_SIZE;
         rect.h = METEORITE_SIZE;
-        
         if (SDL_RenderCopyEx(renderer, texture, NULL, &rect, world->angle*180/M_PI, NULL, SDL_FLIP_NONE) != 0){
             printf("ok\n");
         }
@@ -69,13 +70,14 @@ void apply_walls(SDL_Renderer * renderer, SDL_Texture *texture, world_t *world,
                     apply_wall(renderer, res->meteorite, world->murs[i]->x+i3*METEORITE_SIZE, world->murs[i]->y+i2*METEORITE_SIZE, world);
                 }else if(strcmp(world->murs[i]->id, "2") == 0){
                     apply_wall(renderer, res->e_rotate, world->murs[i]->x+i3*METEORITE_SIZE, world->murs[i]->y+i2*METEORITE_SIZE, world);
+                }else if(strcmp(world->murs[i]->id, "3") == 0){
+                    apply_wall(renderer, res->coins, world->murs[i]->x+i3*METEORITE_SIZE, world->murs[i]->y+i2*METEORITE_SIZE, world);
                 }
             }
         }
     }
 }
 
-
 void refresh_graphics(SDL_Renderer *renderer, world_t *world,ressources_t *textures){
     //on vide le renderer
     clear_renderer(renderer);
@@ -104,9 +106,7 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,ressources_t *textu
         printf("aaa");
     }
     
-    
     update_screen(renderer);
-    
 }
 
 int timer_update_s(world_t *world){
diff --git a/library/Display/Display.h b/library/Display/Display.h
index 8a293a987d63f108adb70f93e83a72c066fc2505..7b2eeaf2d239f944981170c33c41d92d533d0ab7 100644
--- a/library/Display/Display.h
+++ b/library/Display/Display.h
@@ -36,8 +36,10 @@ struct ressources_s{
     SDL_Texture* background2; /*!< Texture liée à l'image du fond de l'écran. (effet parallax) */
     SDL_Texture* background3; /*!< Texture liée à l'image du fond de l'écran. (effet parallax) */
     SDL_Texture* ship; /*!< Texture liée à l'image du vaisseau. */
+
     SDL_Texture* meteorite; /*!< Texture liée à l'image du météorite. */
     SDL_Texture* e_rotate; /*!< Texture liée à l'image de l'élément de rotation. */
+    SDL_Texture* coins; /*!< Texture liée à l'image des pièces. */
     SDL_Texture* finishLine; /*!< Texture liée à l'image de la ligne d'arrivée. */
     SDL_Texture* BarreProgression; /*!< Texture liée à l'image de l'air. */
     SDL_Texture* vaisseauMini; /*!< Texture liée à l'image du vaisseau. */
@@ -48,6 +50,7 @@ struct ressources_s{
     TTF_Font *font; // Font
     SDL_Color color; // Color
     long double angle; /*!< Angle de rotation de l'image. */
+    int nb_init; /*!< Nombre d'initialisation. */
 };
 
 typedef struct ressources_s ressources_t;
diff --git a/library/Display/Display.o b/library/Display/Display.o
index ca25ecf6e4d4eb9ab0f26344c1819e7fe47de2bf..b35f05eb6ba848349a94357fdb103c74407b09ba 100644
Binary files a/library/Display/Display.o and b/library/Display/Display.o differ
diff --git a/library/Sprites/sprites.c b/library/Sprites/sprites.c
index 410dde85c1a2e268e45b3868f40d7a3d0f5e230b..c7e81706a2b7a851a349101f2d90677263c84d9f 100644
--- a/library/Sprites/sprites.c
+++ b/library/Sprites/sprites.c
@@ -13,7 +13,7 @@ void print_sprite(sprite_t *sprite){
 }
 
 
-sprite_t *init_sprite(sprite_t *sprite, int x, int y, int w, int h, char id){
+sprite_t *init_sprite(sprite_t *sprite, int x, int y, int w, int h, char id, int indice){
     sprite = malloc(sizeof(sprite_t));
     sprite->x = x;
     sprite->y = y;
@@ -22,7 +22,7 @@ sprite_t *init_sprite(sprite_t *sprite, int x, int y, int w, int h, char id){
     sprite->id = malloc(sizeof(char) * 10);
     sprite->dy = 0.0;
     strcpy(sprite->id, &id);
-
+    sprite->indice = indice;
     return sprite;
 }
 
diff --git a/library/Sprites/sprites.h b/library/Sprites/sprites.h
index 79f3dd814a6fd87cbb82c0820ee63170381c9f58..229ba63824fac19852759f4b444bace98ae35264 100644
--- a/library/Sprites/sprites.h
+++ b/library/Sprites/sprites.h
@@ -30,6 +30,7 @@ struct sprite_s{
     int h;
     float dy;
     char * id;
+    int indice;
 };
 
 typedef struct sprite_s sprite_t;
@@ -59,7 +60,7 @@ void print_sprite(sprite_t *sprite);
  * \param h 
  * \return sprite_t* 
  */
-sprite_t *init_sprite(sprite_t *sprite, int x, int y, int w, int h, char id);
+sprite_t *init_sprite(sprite_t *sprite, int x, int y, int w, int h, char id, int indice);
 
 /**
  * \brief La fonction indique si les sprites se touchent
diff --git a/library/Sprites/sprites.o b/library/Sprites/sprites.o
index bd4c4897dd5bcc4379a2ebba4c8024a83d39b192..b52ea3ebefe689154a5a3a0a5f5135bf17bea7df 100644
Binary files a/library/Sprites/sprites.o and b/library/Sprites/sprites.o differ
diff --git a/library/World/world.c b/library/World/world.c
index fa2da20f49a0befe9d2974c4a81ab0a4999c4272..498e23e31404d2a16969b5fd83c3588492b5fe3b 100644
--- a/library/World/world.c
+++ b/library/World/world.c
@@ -8,24 +8,32 @@ void init_data(world_t * world){
     world->speed_h = (float)INITIAL_SPEED;
     init_walls(world);
     // Initialisation du vaisseau
-    world->vaisseau = init_sprite(world->vaisseau, SCREEN_WIDTH/2 - SHIP_SIZE/2, SCREEN_HEIGHT - SHIP_SIZE-15, SHIP_SIZE, SHIP_SIZE, '0');
-    world->ligneArriver = init_sprite(world->ligneArriver, 0, -world->nb_lines_murs*METEORITE_REAL_SIZE-30 , SCREEN_WIDTH, FINISH_LINE_HEIGHT, 'z');
-    world->BarreProgression = init_sprite(world->BarreProgression, 10, SCREEN_HEIGHT - 500, 50, 400, 'y');
-    world->vaisseauMini = init_sprite(world->vaisseauMini, 10, SCREEN_HEIGHT - 130, 20, 20, 'x');
-    world->soleilBarre = init_sprite(world->soleilBarre, 0, SCREEN_HEIGHT - 510, 40, 40, 'x');
-    world->soleil = init_sprite(world->soleil, SCREEN_WIDTH/2-1800/2, -world->nb_lines_murs*METEORITE_REAL_SIZE-1400, 1800, 1800, 'z');
+    world->vaisseau = init_sprite(world->vaisseau, SCREEN_WIDTH/2 - SHIP_SIZE/2, SCREEN_HEIGHT - SHIP_SIZE-15, SHIP_SIZE, SHIP_SIZE, '0', 0);
+    world->ligneArriver = init_sprite(world->ligneArriver, 0, -world->nb_lines_murs*METEORITE_REAL_SIZE-30 , SCREEN_WIDTH, FINISH_LINE_HEIGHT, 'z', 0);
+    world->BarreProgression = init_sprite(world->BarreProgression, 10, SCREEN_HEIGHT - 500, 50, 400, 'y', 0);
+    world->vaisseauMini = init_sprite(world->vaisseauMini, 10, SCREEN_HEIGHT - 130, 20, 20, 'x', 0);
+    world->soleilBarre = init_sprite(world->soleilBarre, 0, SCREEN_HEIGHT - 510, 40, 40, 'x', 0);
+    world->soleil = init_sprite(world->soleil, SCREEN_WIDTH/2-1800/2, -world->nb_lines_murs*METEORITE_REAL_SIZE-1400, 1800, 1800, 'z', 0);
+    world->air = init_sprite(world->air, -2000, -2000, 0, 0, 'x', 0);
+    world->coins = init_sprite(world->coins, SCREEN_WIDTH-40, 10, 30, 30, 'x', 0);
 
     world->vaisseauMini->y = SCREEN_HEIGHT - (110);
     world->vaisseauMini->dy = SCREEN_HEIGHT - (110);
-    print_sprite(world->vaisseau);
     world->startTimer = SDL_GetTicks();
     world->timer = SDL_GetTicks();
-    world->str = malloc(sizeof(char)*100);
+    world->str = malloc(sizeof(char)*100); // Allocation de la mémoire pour le string temps
+
+
+    world->coins_str = malloc(sizeof(char)*100); // Allocation de la mémoire pour le string coins
+    world->coins_str[0] = '\0';
+    world->coins_str = strcats(world->coins_str, 1, "0");
+
     world->angle = 0.0;
     world->isFlipping = 0;
     world->isMenu = false; 
+    world->money = 0;
     world->parallax = 0;
-    world->invicibility = true;
+    world->invicibility = false;
 }
 
 void update_data(world_t *world){
@@ -36,45 +44,53 @@ void update_data(world_t *world){
         world->vaisseauMini->dy -= world->speed_h/(MAX_LINES*METEORITE_REAL_SIZE+700)*400;
         world->vaisseauMini->y = (int)world->vaisseauMini->dy;
 
+        outBorder(world);
+
         world->parallax += (int)world->speed_h;
         update_walls(world);
-        if (isOverScreen(world->vaisseau)){
-            if (world->vaisseau->x < 0) world->vaisseau->x = 0;
-            if (world->vaisseau->x + world->vaisseau->w > SCREEN_WIDTH) world->vaisseau->x = SCREEN_WIDTH - world->vaisseau->w;
-            if (world->vaisseau->y < 0) world->vaisseau->y = 0;
-            if (world->vaisseau->y + world->vaisseau->h > SCREEN_HEIGHT) world->vaisseau->y = SCREEN_HEIGHT - world->vaisseau->h;
-        }
+        world->money2 = world->money;
         if (!world->invicibility){
             for(int i = 0; i < world->nb_murs; i++){
-                collide(world->vaisseau, world->murs[i], world, 0);
+                collide(world->vaisseau, world->murs[i], world);
             }
         }
-        collide(world->vaisseau, world->ligneArriver, world, 1);
+        
 
+        if (timer_update_s(world) != 0){
+            world->str[0] = '\0';
+            world->str = strcats(world->str, 3, "temps: ",int_to_str((int)world->timer/1000), "s");
+        }
+        collide(world->vaisseau, world->ligneArriver, world); // Collision avec la ligne d'arriver   
         allEvents(world);
-
         world->timer = SDL_GetTicks(); 
     }
 }
 
+void outBorder(world_t *world){
+    if (isOverScreen(world->vaisseau)){
+                if (world->vaisseau->x < 0) world->vaisseau->x = 0;
+                if (world->vaisseau->x + world->vaisseau->w > SCREEN_WIDTH) world->vaisseau->x = SCREEN_WIDTH - world->vaisseau->w;
+                if (world->vaisseau->y < 0) world->vaisseau->y = 0;
+                if (world->vaisseau->y + world->vaisseau->h > SCREEN_HEIGHT) world->vaisseau->y = SCREEN_HEIGHT - world->vaisseau->h;
+    }
+}
 
 int is_game_over(world_t *world){
     return world->gameover;
 }
 
-
-void clean_data(world_t *world){
-    /* utile uniquement si vous avez fait de l'allocation dynamique (malloc); la fonction ici doit permettre de libérer la mémoire (free) */
-    free(world->vaisseau);
-    free(world->ligneArriver);
-    free(world->murs);
-    free(world->str);
-    printf("clean_data");   
+int timer_update_s(world_t *world){
+    if (world->timer%1000 <=  110|| world->timer%1000 >= 985){
+        return world->timer%1000;
+    }
+    return 0;
 }
 
-void collide(sprite_t *sp1, sprite_t *sp2, world_t *world, int make_disappear){
+
+
+void collide(sprite_t *sp1, sprite_t *sp2, world_t *world){
     if (sprites_collide(sp1, sp2)){
-        printf("%s\n", sp2->id);
+        printf("aaa: %s\n", sp2->id);
         if (strcmp(sp2->id, "1") == 0){
             world->gameover = 1;
         }else if(strcmp(sp2->id, "2") == 0){
@@ -85,6 +101,9 @@ void collide(sprite_t *sp1, sprite_t *sp2, world_t *world, int make_disappear){
             }
         }else if(strcmp(sp2->id, "z") == 0){
             world->gameover = 1;
+        }else if(strcmp(sp2->id, "3") == 0){
+            world->money += 1;
+            remove_wall(world, sp2->indice);
         }
     }
 }
@@ -116,17 +135,10 @@ void init_walls(world_t *world){
     int nb_elements = 0;
     char **txt = lirefile("maps/default.txt", &world->nb_lines_murs);
 
-    // for (int i = 0; i < world->nb_lines_murs; i++) {
-    //     for (int j = 0; j < MAX_LENGTH; j++) {
-    //         murs2[nb_elements] = txt[i][j];
-    //         nb_elements++;
-    //     }
-    // }
-
     for (int i = 0; i < world->nb_lines_murs; i++) {
         for (int j = 0; j < MAX_LENGTH; j++) {
             if (txt[i][j] != '0'){
-                world->murs[world->nb_murs] = init_sprite(world->murs[world->nb_murs], j*METEORITE_SIZE+2, (i*METEORITE_SIZE)-(METEORITE_SIZE*world->nb_lines_murs), METEORITE_SIZE, METEORITE_SIZE, txt[i][j]);
+                world->murs[world->nb_murs] = init_sprite(world->murs[world->nb_murs], j*METEORITE_SIZE+2, (i*METEORITE_SIZE)-(METEORITE_SIZE*world->nb_lines_murs), METEORITE_SIZE, METEORITE_SIZE, txt[i][j], world->nb_murs);
                 world->nb_murs++;
             }
         }
@@ -143,8 +155,36 @@ void update_walls(world_t *world){
     }
 }
 
+void remove_wall(world_t *world, int index){
+    free(world->murs[index]);
+    world->murs[index] = world->air;
+    world->murs[index]->indice = index;
+}
+
 void allEvents(world_t *world){
+    if (world->money2 != world->money){
+        world->coins_str[0] = '\0'; // On vide le string
+        world->coins_str = strcat(world->coins_str, int_to_str(world->money));
+    }
+
     if (world->isFlipping != 0){
         flipScreen(world);
     }
 }
+
+void clean_data(world_t *world){
+    /* utile uniquement si vous avez fait de l'allocation dynamique (malloc); la fonction ici doit permettre de libérer la mémoire (free) */
+    free(world->vaisseau);
+    free(world->ligneArriver);
+    free(world->murs);
+    free(world->str);
+    free(world->vaisseauMini);
+    free(world->soleilBarre);
+    free(world->soleil);
+    free(world->BarreProgression);
+    free(world->coins);
+    free(world->coins_str);
+    free(world->air);
+
+    printf("clean_data");   
+}
\ No newline at end of file
diff --git a/library/World/world.h b/library/World/world.h
index bc4bccc7dfe4b36f3611ae50a630c506d8900c04..80bc15556bdb4b2784765a0ca55030052f81091c 100644
--- a/library/World/world.h
+++ b/library/World/world.h
@@ -41,6 +41,7 @@ struct world_s{
     sprite_t *vaisseauMini;
     sprite_t *soleilBarre;
     sprite_t *soleil;
+    sprite_t *air;
     int nb_murs; // Nombre de météorites
     int nb_lines_murs; // Nombre de lignes de météorites
     sprite_t *ligneArriver;
@@ -52,6 +53,7 @@ struct world_s{
     double angle; // Angle de rotation de la map
     int isFlipping; // Indique si l'on est en train de faire une rotation de l'écran et dans quelle sens (0 : non droite, 1 : vers la droite, -1 : vers la gauche, -2 : non gauche)
     bool isMenu;
+    int money;
 
     int parallax;
     bool invicibility;
@@ -118,6 +120,8 @@ void init_walls(world_t *world);
  */
 void update_walls(world_t *world);
 
+void remove_wall(world_t *world, int index);
+
 /**
  * \brief La fonction qui execute toutes les actions du jeu
  * 
diff --git a/library/World/world.o b/library/World/world.o
index 25d0a95c7915071d1028a6742e77e602c4527c9f..e9e805d04704cd38c15318fa295d40586d79c8eb 100644
Binary files a/library/World/world.o and b/library/World/world.o differ
diff --git a/main.c b/main.c
index 28879a84b03370a3bc975de8e6392742ca7263e8..e8999d4c00c1b849b5af06a909fc2f03df6ba45e 100644
--- a/main.c
+++ b/main.c
@@ -48,8 +48,6 @@ void handle_events(SDL_Event *event,world_t *world){
                 switch (event->key.keysym.sym){
                     case SDLK_z:
                         world->speed_h = 4;
-
-                        printf("%f\n", world->speed_h);
                         break;
                     case SDLK_s:
                         world->speed_h = INITIAL_SPEED;
diff --git a/main.o b/main.o
index d64b196fbec15598f07cf46ceb3e4a4fd22a43ae..4a30a338e59dce2bf6d60e9958547885cb47d969 100644
Binary files a/main.o and b/main.o differ
diff --git a/maps/default.txt b/maps/default.txt
index ce994eba6d194b527aab953e914baac1ae24660a..1b75ca18ad9c23cdf647f4984a1930e8e2203767 100644
--- a/maps/default.txt
+++ b/maps/default.txt
@@ -3,9 +3,9 @@
 00000000000000000000000000
 00000000000000000000000000
 00000000000000000000000000
-00000000000000000000000000
-00000000000011000000000001
-00000000011111100000000001
+00000000000000000033300000
+00000000000011000330030001
+00000000011111100003030001
 10000000111111110000000001
 10000000111111111111000001
 11000001111111111111000001
@@ -14,15 +14,15 @@
 11000011111111111111100001
 11000011111111111111100001
 10000011111111111111000001
-10000011111111111111000001
-10000001111111111111000001
-00000001111111111111000000
-00020000011111111110000000
-00000000001111111100000000
-00000000001111111000000000
-00000000001111000000000000
-00000110001110000000000000
-00000000000110000000000000
+10000011111111111111000301
+10000001111111111111003301
+00000001111111111111003300
+00020000011111111110003300
+00000000001111111100003300
+00000000001111111000003000
+00000000001111000000033000
+00000110001110000000030000
+00000000000110000000030000
 00000000000110000000000000
 00000000000000000000000000
 00000000000000000000000000
@@ -35,7 +35,7 @@
 00000000000000000000011110
 00000000000000000000011110
 00011000000000000000011110
-00011000022000000000111110
+00011000020000000000111110
 00000000000000000000111110
 00000000000000000001111110
 00000000000000000001111110
@@ -48,20 +48,20 @@
 11110000000110011111111111
 11111000000000011111111111
 11111000000000011111111111
-11111000000000011111111111
+11111000000030011111111111
 11111100000000011111111111
-11111100000000001111111111
-11111110000000000011111111
+11111100030000001111111111
+11111110000030000011111111
 11111110000000000001111111
-11111111000000000001111111
-11111111000000000011111111
-11111111100000000011111111
+11111111003000000001111111
+11111111003030300011111111
 11111111100000000011111111
+11111111100300000011111111
 11111111100000000011111111
-11111111100000000001111111
-11111111100000000001111111
+11111111100000300001111111
+11111111103300000001111111
 11111111100000000000111111
-11111111100000000000011111
+11111111100003000000011111
 11111111100000000000001111
 11111111100000000000001111
 11111111100000000000000111
@@ -73,29 +73,29 @@
 11111000000000000000000001
 11111000000000000000000001
 11110000000000000000000001
-11100000000000000000000001
-11100000000000000000000001
-11000000000000000000000001
-11000000000000000000000001
-10000000000000000000000001
+11100000000033000000000001
+11100000000333300000000001
+11000000000333300000000001
+11000000000033000000000001
+10000033000000000000000001
 10000000000000000000000001
 10000000000010000000000001
-10000000000010000000000001
+10003000033000000000000001
 00000000000000000000000001
 00000000000000000000000000
-00000000000000000000000000
-00000000000000100000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00001100000100000000000000
-00000000000110000000111110
+00300000003000000000000000
+00000330300000100000000000
+00000000000030000000000000
+00300000000000000000000000
+00000000300000000000000000
+00000000300000000000000000
+00001000000000000000000000
+00000000000100000000111110
 00000000000000000001111110
-00000000000000000111111110
-00000000000000001111111110
-00000000000000001111111110
-00000000000000011111111110
+00330000000000000111111110
+03333000000000001111111110
+03333000000000001111111110
+00330000000000011111111110
 00000000000000111111111110
 00000000000100111111111110
 00000000001110111111111110
@@ -103,10 +103,10 @@
 00000000001101111111111110
 00000000000001111111111110
 00000000000001111111111110
-00000000000001111111111110
-01100000000000111111111110
-11100000000000111111111110
-11100000000000111111111110
+00000000330001111111111110
+00000003333000111111111110
+11100003333000111111111110
+11100000330000111111111110
 11100000000001111111111110
 00000000000001111111111110
 00000000000001111111111110
@@ -115,15 +115,15 @@
 00020000000011111111111110
 00000000000111111111111110
 00000000000111111111111110
+00000000000111111111111110
 00000000001111111111111110
 00000000001111111111111110
 00000000001111111111111110
 00000000001111111111111110
 00000000001111111111111110
-00000000001111111111111110
-00110000001111111111111110
-01110000001111111111111110
-00110000001111111111111110
+00100000001111111111111110
+01100000001111111111111110
+00100000001111111111111110
 00000000000111111111111110
 00000000000111111111111110
 00000000000011111111111110
@@ -152,17 +152,17 @@
 00000011111111111111000000
 00000011111111111111000000
 00000011111111111111000000
-00000001111111111111000000
-00000001111111111111000000
-00000001111111111111000000
-00000000111111111111000000
-00000000111111111110000000
-00000000111111111100000000
-00000000111111111100000000
-00000000111111111000000000
-00000000111111111000000000
+00030001111111111111000000
+00003001111111111111000000
+00333001111111111111000000
+00003000111111111111000000
+00333300111111111110000000
+00330000111111111100000000
+00333300111111111100000000
+00300000111111111000000000
+00303030111111111000000000
 00000000111111110000000000
-00000000011111110000000000
+00033000011111110000000000
 00000000000011000000000000
 00000000000000000000000000
 00000000000000000000000000
@@ -183,28 +183,28 @@
 00001111000000000000000000
 00011111000000000000000000
 00011111000000000000000000
-00111111111110000000000000
+00111111111110000300030000
 00111111111111000000000000
 00111111111111100000000000
 00111111111111100000000000
-00111111111111100000000000
-00111111111111100000000000
+00111111111111100003000000
+00111111111111103000033000
 01111111111111100000000000
-01111111111111100000000000
-11111111111111100000000000
-11111111111111000000000000
-11111111111110000000000001
+01111111111111100003000000
+11111111111111100003000000
+11111111111111003000003000
 11111111111110000000000001
+11111111111110000303003001
+11111111111100030000000001
+11111111111103300000030001
+11111111111100000300030001
+11111111111100300000000001
 11111111111100000000000001
-11111111111100000000000001
-11111111111100000000000001
-11111111111100000000000001
-11111111111100000000000001
-11111111111100000000001101
+11111111111100330300001101
 11111111111100000000011111
+11111111111000300000111110
 11111111111000000000111110
-11111111111000000000111110
-01111111110000000000011110
+01111111110000003300011110
 00011111100000000000011100
 00000000000000000000000000
 00000000000000000000000000
@@ -216,13 +216,13 @@
 00000000000000000000000110
 00000000000000000000001110
 00000000000000000000011110
-00001100000000000000111110
-00011110000000000001111110
-00011110000000000001111110
-00011100000000000001111100
-00000000000000000001111100
-00000000000000000001111100
-00000000000000000001111110
+03301100000000000000111110
+03311110000000000001111110
+33311110000000000001111110
+33311100000000000001111100
+03333000000000000001111100
+03333000000000000001111100
+00333000000000000001111110
 00000000000000000001111100
 00000000000000000011111100
 00000000000000000111111100
@@ -239,10 +239,10 @@
 00000111111000111111100000
 00000111111000111111110000
 00000111111000111111110000
-00000111110000111111111000
-00011111110000011111111000
-00111111110000011111111000
-01111111100000001111110000
+00000111110330111111111000
+00011111110330011111111000
+00111111110330011111111000
+01111111100330001111110000
 01111111100000000111110000
 11111111100000000111110000
 11111111100000000111100000
@@ -256,12 +256,12 @@
 11111100000000000110000000
 11111000000000001110000000
 00000000000000011110000000
-00000000000000011110000000
-00000000000000011110000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
+00000000033000011110000000
+00000000333300011110000000
+00000003333330000000000000
+00000003333330000000000000
+00000000333300000000000000
+00000000033000000000000000
 00000000000000000000000000
 00000000000000000000000000
 00000000000000000000000000
@@ -277,16 +277,16 @@
 00000000000111111111111100
 00000000000111111111111120
 00000000000111111111111100
-00000000000111111111111100
-00000000000111111111111000
-00000000000111111111111000
-00000000000111111111111000
-00000000001111111111110000
-00000000001111111111110001
-11000000011111111111100001
-11000000011111111111100001
-11000000011111111111000001
-11000000011111111110000001
+00330000000111111111111100
+00030000000111111111111000
+00033000000111111111111000
+00003000000111111111111000
+00003000001111111111110000
+00003000001111111111110001
+11003300011111111111100001
+11003300011111111111100001
+11003000011111111111000001
+11003000011111111110000001
 10000000011111111110000001
 10000000011111111100000000
 00000000011111111100000000
@@ -330,12 +330,12 @@
 11111111111100000000000001
 11111111111100000000000001
 11111111111100000000000001
-11111111111100000000000001
-11111111111100000000000001
-11111111111100000000000001
-11111111111100000000000001
-11111111111000000000000001
-11111111111000000000000001
+11111111111100003000000001
+11111111111100030300000001
+11111111111100303030000001
+11111111111103030303000001
+11111111111000300030000001
+11111111111003000003000001
 11111111111000000000000001
 11111111110000000000000001
 11111111110000000000000001
@@ -369,11 +369,11 @@
 00000000000000000000111110
 00000020000000000001111110
 00000000000000000001111110
-00000000000000000001111110
-10000000000000000001111111
-11000000000000000001111111
-11000000000011000001111111
-11000000000111000001111110
+00000000330000000001111110
+10000003300000000001111111
+11000033000000000001111111
+11000330000011000001111111
+11000300000111000001111110
 00000000000011000001111110
 00000000000000000011111110
 00000000000000000011111110
@@ -404,21 +404,21 @@
 11110000000000011111111111
 11110000000000011111111111
 11111000000000011111111111
-11111000000000011111111111
-11111000000000111111111111
-11111100000000111111111111
-11111100000000111111111111
-11111100000000111111111111
-11111110000000111111111111
-11111110000000111111111111
-11111110000000111111111111
-11111111000000111111111111
-11111111000000111111111111
-11111111100000011111111111
-11111111100000001111111111
-11111111110000001111111111
-11111111110000000111111111
-11111111110000000011111111
+11111000030000011111111111
+11111000030000111111111111
+11111100030000111111111111
+11111100030000111111111111
+11111100030000111111111111
+11111110030000111111111111
+11111110003000111111111111
+11111110003000111111111111
+11111111003300111111111111
+11111111000300111111111111
+11111111100300011111111111
+11111111100300001111111111
+11111111110300001111111111
+11111111110330000111111111
+11111111110030000011111111
 11111111110000000001111111
 11111111110000000000111111
 11111111111000000000001111
@@ -441,27 +441,27 @@
 11111100010000000110000001
 11111100010000000110000001
 11111100000000000110000001
-11111100000000000000000001
-11111100000000000000000001
+11111100000000000000003301
+11111100000000000000003301
 11111100000000000000000001
 11111100000000000000000001
 11111110000000000000000001
-11111110000000000000000001
-11111110000000000000000001
-11111110000000000000110001
-11111110000000000000010001
-11111110000000000000000001
-11111111000000000000000001
-11111111000000000000000001
-11111111100000000000000001
+11111110300000000000000001
+11111110330000000000000001
+11111110330000000000110001
+11111110330000000000010001
+11111110330000000000000001
+11111111033000000000000001
+11111111003300000000000001
+11111111100000000000003001
 11111111110000000000000001
 11111111111000000000000001
+11111111111100000000003001
 11111111111100000000000001
-11111111111100000000000001
-11111111111110000000000001
-11111111111110000000000001
-11111111111110000000000001
 11111111111110000000000001
+11111111111110000030000001
+11111111111110003000000001
+11111111111110000003000001
 11111111111110000000000001
 11111111111110000000000001
 11111111111110000000000001
@@ -479,14 +479,14 @@
 00000000000000000000000000
 00000000000000000000000000
 00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
-00000000000000000000000000
+00000000000300033000000000
+00000000000330333300000000
+00000000003330303300000000
+00000000003033303300000000
+00000000033003003300000000
+00000000033000003300000000
+00000000030000003000000000
+00000000000000033000000000
 00000000000000000000000000
 00000000000000000000000000
 00000000000000000000000000
diff --git a/maps/map.png b/maps/map.png
index 1dac74b5485d2314aa88a36e64b2ea148154927c..b21af76dc937c5ca07016d7ac6d62c971a9382fb 100644
Binary files a/maps/map.png and b/maps/map.png differ
diff --git a/maps/map.py b/maps/map.py
index f66f221243337b16418bf29cd5a3eec3a6967061..d93a10dd7704aeefad8769dd8439c107863a5b40 100644
--- a/maps/map.py
+++ b/maps/map.py
@@ -21,6 +21,8 @@ for pixel in pixels:
         file.write("1")
     elif pixel[0] == 255 and pixel[1] == 0 and pixel[2] == 0:
         file.write("2")
+    elif pixel[0] == 0 and pixel[1] == 255 and pixel[2] == 0 and pixel[3] > 80:
+        file.write("3")
     else:
         file.write("0")
     compteur += 1
diff --git a/ressources/Elements/coin.png b/ressources/Elements/coin.png
new file mode 100644
index 0000000000000000000000000000000000000000..565021cf74044c3c3a634d5ff5585adbb3c797f5
Binary files /dev/null and b/ressources/Elements/coin.png differ
diff --git a/spacecorridor.exe b/spacecorridor.exe
index e8f47fb05240485befc9f31d76799bd21cf21c5b..f0b6a6f8b6e396b4678948fe6c273ef38b75e782 100644
Binary files a/spacecorridor.exe and b/spacecorridor.exe differ