diff --git a/code/constant.h b/code/constant.h
index 90b908d3e4bf200f1cfd69c679571cab11f5e271..3ffe888453d81bea688c13992af3c9a4c45a6c12 100644
--- a/code/constant.h
+++ b/code/constant.h
@@ -57,13 +57,13 @@
 /**
  * \brief Hauteur de l'ennemie du type 4
  */
-#define ENEMY_T4_HEIGHT 65
+#define ENEMY_T4_HEIGHT 48 
+
 
 /**
  * \brief Largeur de l'ennemie du type 4
  */
-#define ENEMY_T4_WIDTH 54
-
+#define ENEMY_T4_WIDTH 38 
 
 /**
  * \brief Hauteur de l'ennemie du type 1
@@ -76,9 +76,6 @@
 #define ENEMY_T1_WIDTH 71 
 
 
-
-
-
 /**
  * \brief Taille de l'avion de ravitaillement
  */
diff --git a/code/display.c b/code/display.c
index d07e08897428e93a158c469dfd6bd770c79851a0..047fc52fd662070024f4423097f232eb61c6e609 100644
--- a/code/display.c
+++ b/code/display.c
@@ -20,13 +20,6 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
     
     //Fond
     SDL_RenderCopy(renderer, resources->background, NULL, NULL);
-
-    //Aloocation des ressources ennemis lors d'une nouvelle manche
-    if(world->rounds.is_new_round == 1)
-    {
-        realloc_enemies_ressources(renderer,resources,world);
-        world->rounds.is_new_round = 0;
-    }
     
     //Regarder vers le haut
     if (world->soldier.sprite.is_visible == 1){
@@ -102,6 +95,12 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
         if (world->rounds.enemies[i].sprite.is_visible == 1)
         {
             load_texture_enemies(resources, renderer, world, i);
+           if (world->rounds.enemies[i].direction == 1)
+           {
+                load_texture_run_right_enemy(resources, renderer, &world->rounds.enemies[i]);
+           }else{
+                load_texture_run_left_enemy(resources, renderer, &world->rounds.enemies[i]);
+           }
         }
     }
 
@@ -112,9 +111,28 @@ 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);
+    }
+
+    char manche[3];
+    sprintf(manche,"%d",world->rounds.round_number);
+
+    char hp[3];
+    sprintf(hp,"%d",world->soldier.sprite.hp);
+
+    char ammo[3];
+    sprintf(ammo,"%d",30-world->soldier.present_bullet);
+
     apply_text(renderer, 5 , 5 , 100 , 25 ,"Manche :", resources->font);
+    apply_text(renderer, 115 , 5 , 20 , 25 ,manche, resources->font);
     apply_text(renderer, 5 , 30 , 100 , 25 ,"HP :", resources->font);
+    apply_text(renderer, 115 , 30 , 20 , 25 ,hp, resources->font);
     apply_text(renderer, 5 , 55 , 100 , 25 ,"Ammo :", resources->font);
+    apply_text(renderer, 115 , 55 , 20 , 25 ,ammo, resources->font);
+    apply_text(renderer, 140 , 55 , 20 , 25 ,"/30", resources->font);
     
 }
 
@@ -129,68 +147,75 @@ void init_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *wo
     //Crouching Left
     resources->soldier_crouch_left = charger_image_transparente("../resources/Player/Left/CrouchLeft.bmp", renderer, 255,0,255);
     
-    //Run Left
-    resources->soldier_run_left[0] = charger_image_transparente("../resources/Player/Left/Run/Run0Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[1] = charger_image_transparente("../resources/Player/Left/Run/Run1Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[2] = charger_image_transparente("../resources/Player/Left/Run/Run2Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[3] = charger_image_transparente("../resources/Player/Left/Run/Run3Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[4] = charger_image_transparente("../resources/Player/Left/Run/Run4Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[5] = charger_image_transparente("../resources/Player/Left/Run/Run5Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[6] = charger_image_transparente("../resources/Player/Left/Run/Run6Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[7] = charger_image_transparente("../resources/Player/Left/Run/Run7Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[8] = charger_image_transparente("../resources/Player/Left/Run/Run8Left.bmp", renderer, 255,0,255);
-    resources->soldier_run_left[9] = charger_image_transparente("../resources/Player/Left/Run/Run9Left.bmp", renderer, 255,0,255);
-    
-    //Jumping Left
-    resources->soldier_jump_left[0] = charger_image_transparente("../resources/Player/Left/Jump/Jump0Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[1] = charger_image_transparente("../resources/Player/Left/Jump/Jump1Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[2] = charger_image_transparente("../resources/Player/Left/Jump/Jump2Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[3] = charger_image_transparente("../resources/Player/Left/Jump/Jump3Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[4] = charger_image_transparente("../resources/Player/Left/Jump/Jump4Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[5] = charger_image_transparente("../resources/Player/Left/Jump/Jump5Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[6] = charger_image_transparente("../resources/Player/Left/Jump/Jump6Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[7] = charger_image_transparente("../resources/Player/Left/Jump/Jump7Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[8] = charger_image_transparente("../resources/Player/Left/Jump/Jump8Left.bmp", renderer, 255,0,255);
-    resources->soldier_jump_left[9] = charger_image_transparente("../resources/Player/Left/Jump/Jump9Left.bmp", renderer, 255,0,255);
-    
     //Idle Right
     resources->soldier_idle_right = charger_image_transparente("../resources/Player/Right/IdleRight.bmp", renderer, 255,0,255);
     //Looking up Right
     resources->soldier_aim_up_right = charger_image_transparente("../resources/Player/Right/LookingUpRight.bmp", renderer, 255,0,255);
     //Crouching Right
-    resources->soldier_crouch_right = charger_image_transparente("../resources/Player/Right/CrouchRight.bmp", renderer, 255,0,255);
-    
-    //Run Right
-    resources->soldier_run_right[0] = charger_image_transparente("../resources/Player/Right/Run/Run0Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[1] = charger_image_transparente("../resources/Player/Right/Run/Run1Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[2] = charger_image_transparente("../resources/Player/Right/Run/Run2Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[3] = charger_image_transparente("../resources/Player/Right/Run/Run3Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[4] = charger_image_transparente("../resources/Player/Right/Run/Run4Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[5] = charger_image_transparente("../resources/Player/Right/Run/Run5Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[6] = charger_image_transparente("../resources/Player/Right/Run/Run6Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[7] = charger_image_transparente("../resources/Player/Right/Run/Run7Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[8] = charger_image_transparente("../resources/Player/Right/Run/Run8Right.bmp", renderer, 255,0,255);
-    resources->soldier_run_right[9] = charger_image_transparente("../resources/Player/Right/Run/Run9Right.bmp", renderer, 255,0,255);
-    
-    //Jumping Right
-    resources->soldier_jump_right[0] = charger_image_transparente("../resources/Player/Right/Jump/Jump0Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[1] = charger_image_transparente("../resources/Player/Right/Jump/Jump1Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[2] = charger_image_transparente("../resources/Player/Right/Jump/Jump2Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[3] = charger_image_transparente("../resources/Player/Right/Jump/Jump3Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[4] = charger_image_transparente("../resources/Player/Right/Jump/Jump4Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[5] = charger_image_transparente("../resources/Player/Right/Jump/Jump5Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[6] = charger_image_transparente("../resources/Player/Right/Jump/Jump6Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[7] = charger_image_transparente("../resources/Player/Right/Jump/Jump7Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[8] = charger_image_transparente("../resources/Player/Right/Jump/Jump8Right.bmp", renderer, 255,0,255);
-    resources->soldier_jump_right[9] = charger_image_transparente("../resources/Player/Right/Jump/Jump9Right.bmp", renderer, 255,0,255);
+    resources->soldier_crouch_right = charger_image_transparente("../resources/Player/Right/CrouchRight.bmp", renderer, 255,0,255);    
+    resources->cpt = 0;
+    for (int i = 0; i < 10; ++i)
+    {   
+        char runRightSoldier[1000] = "../resources/Player/Right/Run/RunRight";
+        char runLeftSoldier[1000] = "../resources/Player/Left/Run/RunLeft";
+        char jumpRightSoldier[1000] = "../resources/Player/Right/Jump/JumpRight";
+        char jumpLeftSoldier[1000] = "../resources/Player/Left/Jump/JumpLeft";
+        char runRightEnemyT1[1000] = "../resources/SpriteZombie/Right/Type1/";
+        char runLeftEnemyT1[1000] = "../resources/SpriteZombie/Left/Type1/";
+        char runRightEnemyT2[1000] = "../resources/SpriteZombie/Right/Type2/";
+        char runLeftEnemyT2[1000] = "../resources/SpriteZombie/Left/Type2/";
+        char runRightEnemyT3[1000] = "../resources/SpriteZombie/Right/Type3/";
+        char runLeftEnemyT3[1000] = "../resources/SpriteZombie/Left/Type3/";
+
+        char bmp[100] = ".bmp";
+
+        char n[2];
+        sprintf(n,"%i", resources->cpt);
+
+        strcat(runRightSoldier,n);
+        strcat(runRightSoldier,bmp);
+        strcat(runLeftSoldier,n);
+        strcat(runLeftSoldier,bmp);
+        strcat(jumpRightSoldier,n);
+        strcat(jumpRightSoldier,bmp);
+        strcat(jumpLeftSoldier,n);
+        strcat(jumpLeftSoldier,bmp);
+        
+        strcat(runRightEnemyT1,n);
+        strcat(runRightEnemyT1,bmp);
+        
+        strcat(runRightEnemyT2,n);
+        strcat(runRightEnemyT2,bmp);
+        
+        strcat(runRightEnemyT3,n);
+        strcat(runRightEnemyT3,bmp);
+        
+        strcat(runLeftEnemyT1,n);
+        strcat(runLeftEnemyT1,bmp);
+        
+        strcat(runLeftEnemyT2,n);
+        strcat(runLeftEnemyT2,bmp);
+        
+        strcat(runLeftEnemyT3,n);
+        strcat(runLeftEnemyT3,bmp);
+
+        resources->soldier_run_right[i] = charger_image_transparente(runRightSoldier, renderer, 255,0,255);
+        resources->soldier_run_left[i] = charger_image_transparente(runLeftSoldier, renderer, 255,0,255);
+        resources->soldier_jump_right[i] = charger_image_transparente(jumpRightSoldier, renderer, 255,0,255);
+        resources->soldier_jump_left[i] = charger_image_transparente(jumpLeftSoldier, renderer, 255,0,255);
+        resources->enemyT1_run_right[i] = charger_image_transparente(runRightEnemyT1, renderer, 255,0,255);
+        resources->enemyT1_run_left[i] = charger_image_transparente(runLeftEnemyT1, renderer, 255,0,255);
+        resources->enemyT2_run_right[i] = charger_image_transparente(runRightEnemyT2, renderer, 255,0,255);
+        resources->enemyT2_run_left[i] = charger_image_transparente(runLeftEnemyT2, renderer, 255,0,255);
+        resources->enemyT3_run_right[i] = charger_image_transparente(runRightEnemyT3, renderer, 255,0,255);
+        resources->enemyT3_run_left[i] = charger_image_transparente(runLeftEnemyT3, renderer, 255,0,255);
+
+        resources->cpt++;
+    }
     
     
     resources->bullet = charger_image_transparente("../resources/SpriteBulletG.bmp", renderer, 255,0,255);
 
-
-    //resources->enemy = charger_image_transparente("../resources/Player/Right/IdleRight.bmp", renderer, 255,0,255);
-    init_enemies_ressources(renderer,resources,world);
-
     resources->powerUp = charger_image_transparente("../resources/PowerUp_Vitesse.bmp", renderer, 255,0,255);
     resources->plane = charger_image_transparente("../resources/Plane.bmp", renderer, 255,0,255);
 
@@ -198,76 +223,6 @@ 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(world->rounds.number_enemies*sizeof(SDL_Texture*));
-    for (int i = 0; i < world->rounds.number_enemies; i++)
-    {
-        if(world->rounds.enemies[i].type == 1 || world->rounds.enemies[i].type == 4)
-        {
-            if(world->rounds.enemies[i].direction == 1)
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1D.bmp", renderer, 255,0,255);
-            else
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1G.bmp", renderer, 255,0,255);
-        }
-        else if(world->rounds.enemies[i].type == 2)
-        {
-            if(world->rounds.enemies[i].direction == 1)
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2D.bmp", renderer, 255,0,255);
-            else
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2G.bmp", renderer, 255,0,255);
-        }
-        else if(world->rounds.enemies[i].type == 3)
-        {
-            if(world->rounds.enemies[i].direction == 1)
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3D.bmp", renderer, 255,0,255);
-            else
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3G.bmp", renderer, 255,0,255);
-        }
-    }
-}
-
-void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world)
-{
-    SDL_Texture* *tab = (SDL_Texture**) malloc(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++)
-    {
-        if(world->rounds.enemies[i].type == 1 || world->rounds.enemies[i].type == 4)
-        {
-            if(world->rounds.enemies[i].direction == 1)
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1D.bmp", renderer, 255,0,255);
-            else
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1G.bmp", renderer, 255,0,255);
-        }
-        else if(world->rounds.enemies[i].type == 2)
-        {
-
-            if(world->rounds.enemies[i].direction == 1)
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2D.bmp", renderer, 255,0,255);
-            else
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2G.bmp", renderer, 255,0,255);
-        }
-        else if(world->rounds.enemies[i].type == 3)
-        {
-            if(world->rounds.enemies[i].direction == 1)
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3D.bmp", renderer, 255,0,255);
-            else
-                resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3G.bmp", renderer, 255,0,255);
-        }
-        
-    }   
-}
-
-void clear_enemies_ressources(resources_t *resources,int nbEnemies)
-{
-    free(resources->enemies);
-    resources->enemies = NULL;
-}
 
 void destroy_textures(resources_t *resources, world_t *world)
 {
@@ -285,17 +240,17 @@ void destroy_textures(resources_t *resources, world_t *world)
     {
         SDL_DestroyTexture(resources->soldier_run_left[i]);
         SDL_DestroyTexture(resources->soldier_run_right[i]);
+        SDL_DestroyTexture(resources->enemyT1_run_left[i]);
+        SDL_DestroyTexture(resources->enemyT1_run_right[i]);
+        SDL_DestroyTexture(resources->enemyT2_run_left[i]);
+        SDL_DestroyTexture(resources->enemyT2_run_right[i]);
+        SDL_DestroyTexture(resources->enemyT3_run_left[i]);
+        SDL_DestroyTexture(resources->enemyT3_run_right[i]);
         SDL_DestroyTexture(resources->soldier_jump_left[i]);
         SDL_DestroyTexture(resources->soldier_jump_right[i]);
     }
-    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);
-    SDL_DestroyTexture(resources->enemy);
     SDL_DestroyTexture(resources->plane);
     SDL_DestroyTexture(resources->powerUp);
 
@@ -416,6 +371,8 @@ void load_texture_run_left(resources_t *resources, SDL_Renderer *renderer, world
     }    
 }
 
+
+
 void load_texture_up_left(resources_t *resources, SDL_Renderer *renderer, world_t *world)
 {
     SDL_RenderCopy(renderer, resources->soldier_aim_up_left, NULL, &world->soldier.DestSoldier);
@@ -477,6 +434,32 @@ void load_texture_run_right(resources_t *resources, SDL_Renderer *renderer, worl
     }
 }
 
+void load_texture_run_right_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy)
+{
+    if (enemy->type == 1)
+    {
+        SDL_RenderCopy(renderer, resources->enemyT1_run_right[enemy->state], NULL, &enemy->DestEnemy);
+    }else if (enemy->type == 2)
+    {
+        SDL_RenderCopy(renderer, resources->enemyT2_run_right[enemy->state], NULL, &enemy->DestEnemy);
+    }else{
+        SDL_RenderCopy(renderer, resources->enemyT3_run_right[enemy->state], NULL, &enemy->DestEnemy);
+    }
+}
+
+void load_texture_run_left_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy)
+{
+    if (enemy->type == 1)
+    {
+        SDL_RenderCopy(renderer, resources->enemyT1_run_left[enemy->state], NULL, &enemy->DestEnemy);
+    }else if (enemy->type == 2)
+    {
+        SDL_RenderCopy(renderer, resources->enemyT2_run_left[enemy->state], NULL, &enemy->DestEnemy);
+    }else{
+        SDL_RenderCopy(renderer, resources->enemyT3_run_left[enemy->state], NULL, &enemy->DestEnemy);
+    }
+}
+
 void load_texture_jump_right(resources_t *resources, SDL_Renderer *renderer, world_t *world)
 {
     if(world->soldier.jump_counter <= 7)
@@ -535,16 +518,6 @@ void load_texture_crouch_right(resources_t *resources, SDL_Renderer *renderer, w
     SDL_RenderCopy(renderer, resources->soldier_crouch_right, NULL, &world->soldier.DestSoldier);
 }
 
-void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t *world)
-{
-    SDL_RenderCopy(renderer, resources->enemy, NULL, &world->enemy.DestEnemy);
-}
-
-void load_texture_enemies(resources_t *resources, SDL_Renderer *renderer, world_t *world, int i)
-{
-    SDL_RenderCopy(renderer, resources->enemies[i], NULL, &world->rounds.enemies[i].DestEnemy);
-}
-
 void load_texture_powerUp(resources_t *resources, SDL_Renderer *renderer, world_t *world)
 {
     SDL_RenderCopy(renderer, resources->powerUp, NULL, &world->supplying.powerUP.DestPowerUP);
diff --git a/code/display.h b/code/display.h
index 080240f27abe4a1b15502fcb020535bfd9dd20c2..33b2742d3516445c956e6317731e170775f32d51 100644
--- a/code/display.h
+++ b/code/display.h
@@ -10,6 +10,7 @@
 
 #include <SDL2/SDL.h>
 #include <SDL2/SDL_ttf.h>
+#include <string.h>
 #include "world_data.h"
 
 struct resources_s
@@ -26,7 +27,12 @@ struct resources_s
     SDL_Texture* soldier_aim_up_right;
     SDL_Texture* soldier_crouch_left;
     SDL_Texture* soldier_crouch_right;
-    SDL_Texture* enemy;
+    SDL_Texture* enemyT1_run_left[10];
+    SDL_Texture* enemyT1_run_right[10];
+    SDL_Texture* enemyT2_run_left[10];
+    SDL_Texture* enemyT2_run_right[10];
+    SDL_Texture* enemyT3_run_left[10];
+    SDL_Texture* enemyT3_run_right[10];
     SDL_Texture* *enemies;
     SDL_Texture* powerUp;
     SDL_Texture* plane;
@@ -34,6 +40,7 @@ struct resources_s
     SDL_Texture* bullet; /*!< resources liée à l'image des balles. */
 
     TTF_Font* font;
+    int cpt;
 };
 
 typedef struct resources_s resources_t;
@@ -46,11 +53,11 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
 
 void init_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world);
 
-void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world);
+//void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world);
 
-void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world);
+//void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world);
 
-void clear_enemies_ressources(resources_t *resources,int nbEnemies);
+//void clear_enemies_ressources(resources_t *resources,int nbEnemies);
 
 void destroy_textures(resources_t *resources, world_t *world);
 
@@ -78,9 +85,9 @@ void load_texture_crouch_right(resources_t *resources, SDL_Renderer *renderer, w
 
 void load_texture_jump_right(resources_t *resources, SDL_Renderer *renderer, world_t *world);
 
-void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t *world);
+//void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t *world);
 
-void load_texture_enemies(resources_t *resources, SDL_Renderer *renderer, world_t *world, int i);
+//void load_texture_enemies(resources_t *resources, SDL_Renderer *renderer, world_t *world, int i);
 
 void load_texture_powerUp(resources_t *resources, SDL_Renderer *renderer, world_t *world);
 
@@ -94,4 +101,8 @@ void apply_text(SDL_Renderer *renderer,int x, int y, int w, int h, const char *t
 
 void clean_font(TTF_Font * font);
 
+void load_texture_run_right_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy);
+
+void load_texture_run_left_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy);
+
 #endif
diff --git a/code/enemy.c b/code/enemy.c
index 9e1e08dfa874da7011e1ec0b126d29d5031ec3a3..002d3d951b45db0d93a9447c72734173d00dfa62 100644
--- a/code/enemy.c
+++ b/code/enemy.c
@@ -32,7 +32,7 @@ void init_enemy(enemy_t *enemy)
     }
     enemy->is_moving = 0;
     enemy->drop = 0;
-     
+    enemy->state = 0;     
 }
 
 void init_enemyType1(enemy_t *enemy)
@@ -117,10 +117,34 @@ 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;
+      if (enemy->direction == 1)
+      {
+        if (enemy->state == 9)
+        {
+          enemy->state = 0;
+        }else{
+          enemy->state++;
+        }
+        enemy->direction = 1;
+      }else{
+        enemy->state = 0;
+        enemy->direction = 1;
+      }
     }else{
       enemy->sprite.x -= enemy->sprite.v;
-      enemy->direction = -1;
+      if (enemy->direction == -1)
+      {
+        if (enemy->state == 9)
+        {
+          enemy->state = 0;
+        }else{
+          enemy->state++;
+        }
+        enemy->direction = -1;
+      }else{
+        enemy->state = 0;
+        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 d2a34b383a547d8155552eb6f811e4fdb6dab4e2..2d6bc62a1ec87674fdb5391389e51c901a134f7b 100644
--- a/code/enemy.h
+++ b/code/enemy.h
@@ -20,6 +20,7 @@ struct enemy_s{
     powerUP_t powerUP;
     int direction;
     int score;
+    int state;
 };
 /**
  * \brief Type qui correspond au paramètre du soldat
@@ -43,4 +44,4 @@ void init_enemyType3(enemy_t *enemy);
 
 void init_enemyType4(enemy_t *enemy);
 
-#endif
\ No newline at end of file
+#endif
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