diff --git a/.gitignore b/.gitignore
index 1d6745aad03478242b097f9df33858ccc21591c2..38e744f967f6fc8dcd546faaa91adf69be2e4c54 100644
--- a/.gitignore
+++ b/.gitignore
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 .vscode
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deleted file mode 100644
index 30205cbece10f0f58bf621e5c88de8c2342c4d2e..0000000000000000000000000000000000000000
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diff --git a/Assets/Scenes/sceneTanguy.unity b/Assets/Scenes/sceneTanguy.unity
index b650df8d232b609a1d78584320eaf0dfc6e137ff..dabc89bfb416bda2d994f870415da56cfe5e4caa 100644
--- a/Assets/Scenes/sceneTanguy.unity
+++ b/Assets/Scenes/sceneTanguy.unity
@@ -123,6 +123,91 @@ NavMeshSettings:
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+      value: Player
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
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   m_GameObject: {fileID: 319329289}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: -10}
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   m_Name: 
   m_EditorClassIdentifier: 
-  target: {fileID: 1130743936}
-  smoothing: 0.6
+  target: {fileID: 1040642082}
+  smoothing: 0.9
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+  minPosition: {x: -8.35, y: -3.61}
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@@ -324,7 +427,7 @@ Transform:
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-    - target: {fileID: 1206561506436264884, guid: a53c5cae22cca3445bbb7e30f12f7110, type: 3}
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-      value: Player
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diff --git a/Assets/Scripts/Camera/CameraMouvement.cs b/Assets/Scripts/Camera/CameraMouvement.cs
index bdd97229ad54862977071183b9e8895474511922..c741662422010091e8e83d131a538cc2b208e78a 100644
--- a/Assets/Scripts/Camera/CameraMouvement.cs
+++ b/Assets/Scripts/Camera/CameraMouvement.cs
@@ -1,5 +1,8 @@
-using System.Collections;
-using System.Collections.Generic;
+/*
+ *      Script par Valentin Bloch      
+ *
+ */
+
 using UnityEngine;
 
 public class CameraMouvement : MonoBehaviour
@@ -12,19 +15,20 @@ public class CameraMouvement : MonoBehaviour
     // Start is called before the first frame update
     void Start()
     {
-        
+
     }
 
     // Update is called once per frame
     void LateUpdate()
     {
-        if(transform.position != target.position){
-            Vector3 targetPosition = new Vector3(target.position.x, target.position.y,transform.position.z);
+        if (transform.position != target.position)
+        {
+            Vector3 targetPosition = new Vector3(target.position.x, target.position.y, transform.position.z);
 
             targetPosition.x = Mathf.Clamp(targetPosition.x, minPosition.x, maxPosition.x);
             targetPosition.y = Mathf.Clamp(targetPosition.y, minPosition.y, maxPosition.y);
 
-            transform.position = Vector3.Lerp(transform.position, targetPosition, smoothing);            
-        }   
+            transform.position = Vector3.Lerp(transform.position, targetPosition, smoothing);
+        }
     }
 }
diff --git a/Assets/Scripts/GUI/Bar.cs b/Assets/Scripts/GUI/Bar.cs
index bdc73c495b55bad2d10ed3a9f33fb70054963f21..5acdaa01a384f2bb787025447fd4b54437dda522 100644
--- a/Assets/Scripts/GUI/Bar.cs
+++ b/Assets/Scripts/GUI/Bar.cs
@@ -15,12 +15,12 @@ public class Bar : MonoBehaviour
     public void SetMaxNature(int nature)
     {
         slider.maxValue = nature;
-
-        this.SetValue(nature/2);
     }
 
     public void SetValue(int nature)
     {
         slider.value = nature;
+
+        // Debug.Log(slider.value);
     }
 }
diff --git a/Assets/Scripts/Player/PlayerNature.cs b/Assets/Scripts/Player/PlayerNature.cs
index 069a56ff582253446454d7a49481585690952ba1..6ad6b0bec583701dba69450653e1a3f31bf7685b 100644
--- a/Assets/Scripts/Player/PlayerNature.cs
+++ b/Assets/Scripts/Player/PlayerNature.cs
@@ -4,6 +4,8 @@
  */
 
 using UnityEngine;
+using System;
+using System.Timers;
 
 public class PlayerNature : MonoBehaviour
 {
@@ -20,23 +22,44 @@ public class PlayerNature : MonoBehaviour
     // Jauge de points de nature
     public Bar natureBar;
 
-    private Animator animator;
+    // durée en ms ou a chaque fois, le joueur perd un certain nombre de pv
+    public int duree = 1000;
+
+    // dommage pris tout les x ms si t'es dans la ville
+    public int TimeDamage;
+
+    private float nextActionTime = 0.0f;
+    public float period = 0.1f;
 
     void Start()
     {
-        animator = GetComponent<Animator>();
-        this.currentNature = this.maxNature / 2;
+        // initialisation des points de nature
         this.natureBar.SetMaxNature(this.maxNature);
+        this.natureBar.SetValue(this.currentNature);
+
+
     }
 
 
     void Update()
     {
+
+        //on 
+        if (Time.time > nextActionTime)
+        {
+            nextActionTime += period;
+
+            this.LooseNature(this.TimeDamage);
+        }
+
         // DEBUG
-        if (Input.GetKeyDown(KeyCode.Space))
+        if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown("joystick button 0"))
             this.LooseNature(1);
+
+        if (this.currentNature < 0)
+            Debug.Log("qsidjgbisdfjghb");
     }
-    
+
     // Perd un certain nombre de points de nature
 
     public void LooseNature(int damage)