diff --git a/code/display.c b/code/display.c
index 9a500a1441843b6196de366f2587b5cfe4e461b1..0f57d82b61ebac6ef7dbf21d86cfddcebac5cc5c 100644
--- a/code/display.c
+++ b/code/display.c
@@ -90,7 +90,10 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
     //Balles du joueur
     for(int i = 0; i < NB_BULLET; i++)
     {
-        SDL_RenderCopy(renderer, resources->bullet, NULL, &world->soldier.DestBullet[i]);
+        if(world->soldier.charger[i].sprite.is_visible == 1)
+        {
+            SDL_RenderCopy(renderer, resources->bullet, NULL, &world->soldier.DestBullet[i]);
+        }
     }
 
     //Les ennemis
@@ -98,6 +101,15 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
     {
         if (world->rounds.enemies[i].sprite.is_visible == 1)
         {
+            
+            /*if(world->rounds.enemies[i].direction == 1)
+            {
+                rotate_right(renderer, world, resources->enemies[i],i);
+            }
+            else
+            {
+                rotate_left(renderer, world, resources->enemies[i],i);
+            }*/
             load_texture_enemies(resources, renderer, world, i);
         }
     }
@@ -109,6 +121,10 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
         load_texture_powerUp(resources, renderer, world);
     }
 
+    if(world->gameover == 1)
+    {
+        destroy_textures(resources,world);
+    }
     
 }
 
@@ -192,7 +208,7 @@ void init_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *wo
 
 void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world)
 {
-    resources->enemies = (SDL_Texture**) malloc(sizeof(SDL_Texture*)*world->rounds.number_enemies);
+    resources->enemies = (SDL_Texture**) calloc(world->rounds.number_enemies,sizeof(SDL_Texture*));
     for (int i = 0; i < world->rounds.number_enemies; i++)
     {
         resources->enemies[i] = charger_image_transparente("../resources/Player/Right/IdleRight.bmp", renderer, 255,0,255);
@@ -201,7 +217,12 @@ void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, wor
 
 void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world)
 {
-    resources->enemies = (SDL_Texture**) realloc(resources->enemies,sizeof(SDL_Texture*)*world->rounds.number_enemies);
+    SDL_Texture* *tab = (SDL_Texture**) calloc(world->rounds.number_enemies,sizeof(SDL_Texture*));
+    free(resources->enemies);
+    //resources->enemies = NULL;
+    resources->enemies = tab;
+    //resources->enemies = (SDL_Texture**) realloc(resources->enemies,sizeof(SDL_Texture*)*world->rounds.number_enemies);
+    
     for (int i = 0; i < world->rounds.number_enemies; i++)
     {
         resources->enemies[i] = charger_image_transparente("../resources/Player/Right/IdleRight.bmp", renderer, 255,0,255);
@@ -210,10 +231,6 @@ void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources,
 
 void clear_enemies_ressources(resources_t *resources,int nbEnemies)
 {
-    for (int i = 0; i < nbEnemies; i++)
-    {
-        SDL_DestroyTexture(resources->enemies[i]);
-    }
     free(resources->enemies);
     resources->enemies = NULL;
 }
@@ -237,8 +254,10 @@ void destroy_textures(resources_t *resources, world_t *world)
         SDL_DestroyTexture(resources->soldier_jump_left[i]);
         SDL_DestroyTexture(resources->soldier_jump_right[i]);
     }
-    
-    printf("nbenemis %d\n",world->rounds.number_enemies);
+    for (int i = 0; i < world->rounds.number_enemies; i++)
+    {
+        SDL_DestroyTexture(resources->enemies[i]);
+    }
     clear_enemies_ressources(resources,world->rounds.number_enemies);
 
     SDL_DestroyTexture(resources->bullet);
@@ -248,21 +267,21 @@ void destroy_textures(resources_t *resources, world_t *world)
 }
 
 
-/*void rotate_right(SDL_Renderer *renderer, world_t *world,resources_t *resources)
+void rotate_right(SDL_Renderer *renderer, world_t *world,SDL_Texture* texture, int i)
 {
     SDL_RendererFlip flip = SDL_FLIP_VERTICAL;
-    SDL_RenderCopyEx(renderer, resources->soldier_idle, NULL, &world->DestSoldier, 180, NULL, flip);
+    SDL_RenderCopyEx(renderer, texture, NULL, &world->rounds.enemies[i].DestEnemy, 180, NULL, flip);
     
-    SDL_RenderCopyEx(renderer, resources->soldier_run[5], NULL, &world->DestSoldier, 180, NULL, flip);
+    //SDL_RenderCopyEx(renderer, resources->soldier_run[5], NULL, &world->DestSoldier, 180, NULL, flip);
 }
 
-void rotate_left(SDL_Renderer *renderer, world_t *world,resources_t *resources)
+void rotate_left(SDL_Renderer *renderer, world_t *world,SDL_Texture* texture, int i)
 {
     SDL_RendererFlip flip = SDL_FLIP_VERTICAL;
-    SDL_RenderCopyEx(renderer, resources->soldier_idle, NULL, &world->DestSoldier, -180, NULL, flip);
+    SDL_RenderCopyEx(renderer, texture, NULL, &world->rounds.enemies[i].DestEnemy, -180, NULL, flip);
     
-    SDL_RenderCopyEx(renderer, resources->soldier_run[5], NULL, &world->DestSoldier, -180, NULL, flip);
-}*/
+    //SDL_RenderCopyEx(renderer, resources->soldier_run[5], NULL, &world->DestSoldier, -180, NULL, flip);
+}
 
 void load_texture_idle_left(resources_t *resources, SDL_Renderer *renderer, world_t *world)
 {
diff --git a/code/display.h b/code/display.h
index d637dacbf77c83772b038990331cf4cae853f439..1e72ee997417a8c9fdf107dc3d48947b38d12577 100644
--- a/code/display.h
+++ b/code/display.h
@@ -52,9 +52,9 @@ void clear_enemies_ressources(resources_t *resources,int nbEnemies);
 
 void destroy_textures(resources_t *resources, world_t *world);
 
-//void rotate_right(SDL_Renderer *renderer, world_t *world,resources_t *resources);
+void rotate_right(SDL_Renderer *renderer, world_t *world,SDL_Texture* texture, int i);
 
-//void rotate_left(SDL_Renderer *renderer, world_t *world,resources_t *resources);
+void rotate_left(SDL_Renderer *renderer, world_t *world,SDL_Texture* texture, int i);
 
 void load_texture_idle_left(resources_t *resources, SDL_Renderer *renderer, world_t *world);
 
diff --git a/code/enemy.c b/code/enemy.c
index 9b0ef70971a2681005e2b13240798a5845292ff4..5af5b168e1cbbefd294d01a5a03d1cf07477df77 100644
--- a/code/enemy.c
+++ b/code/enemy.c
@@ -41,8 +41,10 @@ void init_enemyType1(enemy_t *enemy)
     if (random == 1)
     {
       init_sprite(&enemy->sprite, SCREEN_WIDTH+75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT, ENEMY_SPEED, 1);
+      enemy->direction = -1;
     }else{
       init_sprite(&enemy->sprite, -75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT, ENEMY_SPEED, 1);
+      enemy->direction = 1;
     }   
     enemy->type = 1;
     enemy->DestEnemy.x = enemy->sprite.x;
@@ -56,9 +58,11 @@ void init_enemyType2(enemy_t *enemy)
     int random = rand()%2+0;
     if (random == 1)
     {
-      init_sprite(&enemy->sprite, SCREEN_WIDTH+75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT, ENEMY_T2_SPEED, 10);
+      init_sprite(&enemy->sprite, SCREEN_WIDTH+75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT, ENEMY_T2_SPEED, 2);
+      enemy->direction = -1;
     }else{
-      init_sprite(&enemy->sprite, -75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT,ENEMY_T2_SPEED, 5);
+      init_sprite(&enemy->sprite, -75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT,ENEMY_T2_SPEED, 2);
+      enemy->direction = 1;
     }   
     enemy->type = 2;
     enemy->DestEnemy.x = enemy->sprite.x;
@@ -73,8 +77,10 @@ void init_enemyType3(enemy_t *enemy)
     if (random == 1)
     {
       init_sprite(&enemy->sprite, SCREEN_WIDTH+75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT, ENEMY_T3_SPEED, 1);
+      enemy->direction = -1;
     }else{
       init_sprite(&enemy->sprite, -75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT,ENEMY_T3_SPEED, 1);
+      enemy->direction = 1;
     }   
     enemy->type = 3;
     enemy->DestEnemy.x = enemy->sprite.x;
@@ -89,8 +95,10 @@ void init_enemyType4(enemy_t *enemy)
     if (random == 1)
     {
       init_sprite(&enemy->sprite, SCREEN_WIDTH+75, SCREEN_HEIGHT-ENEMY_T4_HEIGHT*2-40, ENEMY_T4_WIDTH, ENEMY_T4_HEIGHT, 1, 1);
+      enemy->direction = -1;
     }else{
       init_sprite(&enemy->sprite, -75, SCREEN_HEIGHT-ENEMY_T4_HEIGHT*2-40, ENEMY_T4_WIDTH, ENEMY_T4_HEIGHT,1, 1);
+      enemy->direction = 1;
     }   
     enemy->type = 4;
     enemy->DestEnemy.x = enemy->sprite.x;
@@ -105,8 +113,10 @@ void enemy_walk(enemy_t *enemy,soldier_t *soldier)
   {
     if(soldier->sprite.x > enemy->sprite.x){
       enemy->sprite.x += enemy->sprite.v;
+      enemy->direction = 1;
     }else{
       enemy->sprite.x -= enemy->sprite.v;
+      enemy->direction = -1;
     }
     enemy->powerUP.sprite.x = enemy->sprite.x;
     enemy->powerUP.DestPowerUP.x = enemy->powerUP.sprite.x;
diff --git a/code/enemy.h b/code/enemy.h
index 511ebe7fae844002b7235620927e1ce36735c88a..5a584d12a5f03fb696f355f03300832790db7adc 100644
--- a/code/enemy.h
+++ b/code/enemy.h
@@ -18,6 +18,7 @@ struct enemy_s{
     int power;
     int drop;
     powerUP_t powerUP;
+    int direction;
 };
 /**
  * \brief Type qui correspond au paramètre du soldat
diff --git a/code/main.c b/code/main.c
index 6e9302114fa45e1eb8133912302120745fde8d3f..f8e55438dc665634d8500c32d990baf158a2c17b 100644
--- a/code/main.c
+++ b/code/main.c
@@ -67,19 +67,21 @@ int main(void)
         }
         t1 = t2;
         
-        //Actualise l'image
-        refresh_graphics(renderer, &world, &resources);
+        
 
         //Evenements clavier
         handle_events(&event,&world);
         
         //Actualise les donnees du monde
         refresh_data(&world);
+
+        //Actualise l'image
+        refresh_graphics(renderer, &world, &resources);
         
         SDL_RenderPresent(renderer);
     }
     // Quitter SDL
-    destroy_textures(&resources,&world);
+    //destroy_textures(&resources,&world);
     SDL_DestroyRenderer(renderer);
     SDL_DestroyWindow(window);
     SDL_Quit();
diff --git a/code/round_management.c b/code/round_management.c
index d8eb24a408a4e10be127b87c3cc8fcaf93e00487..0a6b204ad03e1c6b669a9668f31d3e333bc8c007 100644
--- a/code/round_management.c
+++ b/code/round_management.c
@@ -23,13 +23,12 @@ void initFirstRound(round_t *round, int nbEnemies, int incrementation)
 	round->counter = 0;
 	round->index_to_spawn = 0;
 	round->is_new_round = 0;
-
-	round->enemies = (enemy_t*) malloc(sizeof(enemy_t)*round->number_enemies);
+	//round->gameFinished = 0;
+	round->enemies = (enemy_t*) calloc(round->number_enemies,sizeof(enemy_t));
 	for (int i = 0; i < round->number_enemies; i++)
 	{
 		init_enemy(&round->enemies[i]);
 	}
-
 	printf("Ennemis : %d Incrementation : %d\n",round->number_enemies,round->incrementation);
 }
 
@@ -57,30 +56,38 @@ void nextRound(round_t *round)
 	round->counter = 0;
 	round->is_new_round = 1;
 	printf("nb enemies %d\n",round->number_enemies);
-	for (int i = 0; i < round->number_enemies; i++)
+	/*for (int i = 0; i < round->number_enemies*4; i++)
 	{
 		printf("avant %f i : %d\n",round->enemies[i].sprite.x,i);
-	}
+	}*/
 
+	//free(round->enemies);
 	createEnemies(round);
-	for (int i = 0; i < round->number_enemies; i++)
+	/*for (int i = 0; i < round->number_enemies; i++)
 	{
 		printf("apres %f i : %d\n",round->enemies[i].sprite.x,i);
-	}
+	}*/
 }
 
 //Créer nbEnemies
 void createEnemies(round_t *round)
 {
-	round->enemies = (enemy_t*) realloc(round->enemies,sizeof(enemy_t)*round->number_enemies);
+	//round->enemies = (enemy_t*) realloc(round->enemies,sizeof(enemy_t)*round->number_enemies);
+	
+	enemy_t *tab = (enemy_t*) calloc(round->number_enemies,sizeof(enemy_t));
+	free(round->enemies);
+	//round->enemies = NULL;
+	round->enemies = tab;
+	//free(tab);
+
 	for (int i = 0; i < round->number_enemies; i++)
 	{
 		init_enemy(&round->enemies[i]);
 	}
 }
 
-void clearEnemies(round_t *round)
+/*void clearEnemies(round_t *round)
 {
 	free(round->enemies);
 	round->enemies = NULL;
-}
\ No newline at end of file
+}*/
\ No newline at end of file
diff --git a/code/round_management.h b/code/round_management.h
index ae748b8e95f5663aea8d25f8c919f453ab9455db..440c1cf5b1c48d91f8f03c26b2222330e405018b 100644
--- a/code/round_management.h
+++ b/code/round_management.h
@@ -28,6 +28,6 @@ void nextRound(round_t *round);
 
 void createEnemies(round_t *round);
 
-void clearEnemies(round_t *round);
+//void clearEnemies(round_t *round);
 
 #endif
\ No newline at end of file
diff --git a/code/world_data.c b/code/world_data.c
index d6e04bda117aa57e38ae2ebf1217405fac2b6d06..6705436ec2c70cd4202ee9c102e069f62c3bcef0 100644
--- a/code/world_data.c
+++ b/code/world_data.c
@@ -29,7 +29,7 @@ int* load_save()
   }
 
   //Nombre d'ennemis
-  if(dataSave[1] > 0 && dataSave[1] < 21)
+  if(dataSave[1] > 0 /*&& dataSave[1] < 210*/)
   {
     dataToAdd[1] = dataSave[1];
   }
@@ -86,108 +86,107 @@ void init_data(world_t *world)
 
 void refresh_data(world_t *world)
 {
-    //Les balles
-    for(int i = 0; i < NB_BULLET; i++)
-    {
-        world->soldier.DestBullet[i].x = world->soldier.charger[i].sprite.x;
-        world->soldier.DestBullet[i].y = world->soldier.charger[i].sprite.y;
-    }
-        
-    //Déplacements
-    if(world->soldier.is_walking)
-    {
-        if(world->soldier.direction == 1 && over_right(&world->soldier.sprite) == 0)
-            walk_right(&world->soldier);
-        else if(world->soldier.direction == -1 && over_left(&world->soldier.sprite) == 0)
-            walk_left(&world->soldier);
 
-        //Si l'animation se termine on la recommence
-        if(world->soldier.walk_counter >= 70)
-            world->soldier.walk_counter = 0;
-        
-        world->soldier.walk_counter += 1;
-    }
-    
-    //Saut
-    if(world->soldier.state_jump != 0)
+  //Si la manche n'est pas finie
+  if(isRoundEnded(&world->rounds) == 0)
+  {
+    updateRound(&world->rounds);
+    for (int i = 0; i < world->rounds.number_enemies ; i++)
     {
-        jump(&world->soldier);
-        world->soldier.jump_counter += 1;
+      if(world->rounds.enemies[i].is_moving == 1)
+      {
+        enemy_walk(&world->rounds.enemies[i],&world->soldier);
+        world->rounds.enemies[i].DestEnemy.x = world->rounds.enemies[i].sprite.x;
+        world->rounds.enemies[i].DestEnemy.y = world->rounds.enemies[i].sprite.y;
+        //Si l'ennemi touche le soldat
+        //enemy_touch_soldier(&world->rounds.enemies[i],&world->soldier);
+        enemy_dead(&world->rounds.enemies[i],&world->soldier);
+      }
     }
-    plane_fly(&world->supplying);
+  }
+  //Sinon si la manche est finie, manche suivante
+  else
+  {
+    //free(world->rounds.enemies);
+    nextRound(&world->rounds);
+    //printf("gg ta gagné");
+    //Charger le bon nombre de texture
+  }
 
+  //Les balles
+  for(int i = 0; i < NB_BULLET; i++)
+  {
+      world->soldier.DestBullet[i].x = world->soldier.charger[i].sprite.x;
+      world->soldier.DestBullet[i].y = world->soldier.charger[i].sprite.y;
+  }
+      
+  //Déplacements
+  if(world->soldier.is_walking)
+  {
+      if(world->soldier.direction == 1 && over_right(&world->soldier.sprite) == 0)
+          walk_right(&world->soldier);
+      else if(world->soldier.direction == -1 && over_left(&world->soldier.sprite) == 0)
+          walk_left(&world->soldier);
+
+      //Si l'animation se termine on la recommence
+      if(world->soldier.walk_counter >= 70)
+          world->soldier.walk_counter = 0;
+      
+      world->soldier.walk_counter += 1;
+  }
+  
+  //Saut
+  if(world->soldier.state_jump != 0)
+  {
+      jump(&world->soldier);
+      world->soldier.jump_counter += 1;
+  }
+  plane_fly(&world->supplying);
 
-    /*enemy_walk(&world->enemy,&world->soldier);
-    world->enemy.DestEnemy.x = world->enemy.sprite.x;
-    world->enemy.DestEnemy.y = world->enemy.sprite.y;
-    enemy_dead(&world->enemy,&world->soldier);*/
 
-    
-    //Si la manche n'est pas finie
-    if(isRoundEnded(&world->rounds) == 0)
-    {
-      updateRound(&world->rounds);
-      for (int i = 0; i < world->rounds.number_enemies ; i++)
-      {
-        if(world->rounds.enemies[i].is_moving == 1)
-        {
-          enemy_walk(&world->rounds.enemies[i],&world->soldier);
-          world->rounds.enemies[i].DestEnemy.x = world->rounds.enemies[i].sprite.x;
-          world->rounds.enemies[i].DestEnemy.y = world->rounds.enemies[i].sprite.y;
-          //Si l'ennemi touche le soldat
-          //enemy_touch_soldier(&world->rounds.enemies[i],&world->soldier);
-          enemy_dead(&world->rounds.enemies[i],&world->soldier);
-        }
-        soldier_touch_powerUP(&world->rounds.enemies[i].powerUP,&world->soldier);
-        apply_effect(&world->rounds.enemies[i].powerUP,&world->soldier,world->rounds.enemies[i].drop);
-      }
-    }
-    //Sinon si la manche est finie, manche suivante
-    else
-    {
-      nextRound(&world->rounds);
-      //printf("gg ta gagné");
-      //Charger le bon nombre de texture
-    }
+  /*enemy_walk(&world->enemy,&world->soldier);
+  world->enemy.DestEnemy.x = world->enemy.sprite.x;
+  world->enemy.DestEnemy.y = world->enemy.sprite.y;
+  enemy_dead(&world->enemy,&world->soldier);*/
 
-    soldier_touch_powerUP(&world->supplying.powerUP,&world->soldier);
+  shootAfterE(&world->soldier);
 
-    shootAfterE(&world->soldier);
+  world->soldier.time_bullet++;
 
-    world->soldier.time_bullet++;
+  plane_dead(&world->supplying,&world->soldier);
 
-    plane_dead(&world->supplying,&world->soldier);
+  soldier_touch_powerUP(&world->supplying.powerUP,&world->soldier);
 
-    apply_effect(&world->supplying.powerUP,&world->soldier,world->supplying.drop);
-    
-    
-    //Position de l'affichage
-    if(world->soldier.is_crouching == 1)
-    {
-        if(world->soldier.direction == 1)
-            world->soldier.DestSoldier.x = world->soldier.sprite.x+36;
-        
-        world->soldier.DestSoldier.y = world->soldier.sprite.y+24;
-    }
-    else if(world->soldier.is_looking_up == 1)
-    {
-        world->soldier.DestSoldier.y = world->soldier.sprite.y-20;
-        world->soldier.DestSoldier.x = world->soldier.sprite.x;
-    }
-    else if(world->soldier.state_jump != 0)
-    {
-        if(world->soldier.direction == 1)
-            world->soldier.DestSoldier.x = world->soldier.sprite.x;
-        else
-            world->soldier.DestSoldier.x = world->soldier.sprite.x+8;
-        
-        world->soldier.DestSoldier.y = world->soldier.sprite.y;
-    }
-    else
-    {
-        world->soldier.DestSoldier.x = world->soldier.sprite.x;
-        world->soldier.DestSoldier.y = world->soldier.sprite.y;
-    }
+  apply_effect(&world->supplying.powerUP,&world->soldier,world->supplying.drop);
+  
+  
+  //Position de l'affichage
+  if(world->soldier.is_crouching == 1)
+  {
+      if(world->soldier.direction == 1)
+          world->soldier.DestSoldier.x = world->soldier.sprite.x+36;
+      
+      world->soldier.DestSoldier.y = world->soldier.sprite.y+24;
+  }
+  else if(world->soldier.is_looking_up == 1)
+  {
+      world->soldier.DestSoldier.y = world->soldier.sprite.y-20;
+      world->soldier.DestSoldier.x = world->soldier.sprite.x;
+  }
+  else if(world->soldier.state_jump != 0)
+  {
+      if(world->soldier.direction == 1)
+          world->soldier.DestSoldier.x = world->soldier.sprite.x;
+      else
+          world->soldier.DestSoldier.x = world->soldier.sprite.x+8;
+      
+      world->soldier.DestSoldier.y = world->soldier.sprite.y;
+  }
+  else
+  {
+      world->soldier.DestSoldier.x = world->soldier.sprite.x;
+      world->soldier.DestSoldier.y = world->soldier.sprite.y;
+  }
 }
 
 int is_game_over(world_t *world)
@@ -209,7 +208,9 @@ void handle_events(SDL_Event *event,world_t *world)
       //Libère la mémoire du tableau DestBullet pour l'affichage
       free(world->soldier.DestBullet);
       //Libère le tableau d'ennemis
-      clearEnemies(&world->rounds);
+      //clearEnemies(&world->rounds);
+      free(world->rounds.enemies);
+      //world->rounds.enemies = NULL;
       world->gameover = 1;
     }
    
diff --git a/code/world_data.h b/code/world_data.h
index 71d503e82eac8df63fc64d932194762776a592d4..5ce7b9d530f2b9c2d78d69571f0ec8f1b9231a03 100644
--- a/code/world_data.h
+++ b/code/world_data.h
@@ -19,6 +19,7 @@ struct world_s{
     round_t rounds;
     int gameover; /*!< Entier pour la fin du jeu */
     int score;  /*!< Score du joueur */
+    //int gameFinished;
 };
 
 /**
diff --git a/data/save.txt b/data/save.txt
index 8b1a5c983969ab9647d54e262d8b3b0161aa77c5..95d14834aaa2dbdfc810d9bbfa929634df4f29ae 100644
--- a/data/save.txt
+++ b/data/save.txt
@@ -3,6 +3,6 @@
 /Nombre d'ennemis au début
 6
 /Nombre d'ennemis en plus à chaque manche
-1
+3
 /Nombre de balles
 30