text: Arena = function(game,props) {
      // Appel des variables nécéssaires
      this.game = game;
      var scene = game.scene;
  
      // Import de l'armurerie depuis Game
      this.Armory = game.armory;
      
      // CREATION DES LUMIERES
      var light = new BABYLON.PointLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
      light.diffuse = new BABYLON.Color3(0.8,0.8,1);
      light.specular = new BABYLON.Color3(0,0,0);
      light.range = 150;
  
      var light4 = light.clone('light5');
      light4.position = new BABYLON.Vector3(35, 15, 120);
      light4.range = 100;
  
      var light10 = light.clone('light5');
      light10.position = new BABYLON.Vector3(-35, 15, 120);
      light10.range = 100;
  
      var light2 = new BABYLON.PointLight("light2", new BABYLON.Vector3(30, 13, 50), scene);
      light2.diffuse = new BABYLON.Color3(1,0.5,0.5);
      light2.specular = new BABYLON.Color3(0,0,0);
      // light4.position = new BABYLON.Vector3(30);
      light2.range = 60;
      light2.intensity = 0.5;
  
      var light5 = light2.clone('light5');
      light5.position = new BABYLON.Vector3(-30, 13, 50)
      light5.intensity = 0.5;
  
      var light3 = new BABYLON.PointLight("light3", new BABYLON.Vector3(-30, 13, -50), scene);
      light3.diffuse = new BABYLON.Color3(1,0.5,0.5);
      light3.specular = new BABYLON.Color3(0,0,0);
      light3.range = 60;
  
      var light6 = light3.clone('light6');
      light6.position = new BABYLON.Vector3(30, 13, -50);
  
      var light4 = light3.clone('light5');
      light4.position = new BABYLON.Vector3(30, 10, 165);
  
      var light7 = light3.clone('light5');
      light7.position = new BABYLON.Vector3(-30, 10, 165);
  
      var light8 = light3.clone('light5');
      light8.position = new BABYLON.Vector3(30, 10, 70);
      light8.intensity = 0.5;
  
      var light9 = light3.clone('light5');
      light9.position = new BABYLON.Vector3(-30, 10, 70);
      light9.intensity = 0.5;
  
      var light10 = light3.clone('light5');
      light10.position = new BABYLON.Vector3(0, 10, 80);
      light10.intensity = 0.8;
      light10.range = 20;
  
  
      // DEFINITION DES MATERIALS
      var materialGround = new BABYLON.StandardMaterial("wallTexture", scene);
      materialGround.diffuseTexture = new BABYLON.Texture("assets/images/castleFloor.png", scene);
      materialGround.diffuseTexture.uScale = 16.0;
      materialGround.diffuseTexture.vScale = 42.0;
      materialGround.maxSimultaneousLights = 20;
  
      var materialWall1 = new BABYLON.StandardMaterial("materialWall", scene);
      materialWall1.diffuseTexture = new BABYLON.Texture("assets/images/stoneFloor.jpg", scene);
      materialWall1.diffuseTexture.uScale = 8.0;
      materialWall1.diffuseTexture.vScale = 2.0;
      materialWall1.maxSimultaneousLights = 20;
  
      var materialWall2 = new BABYLON.StandardMaterial("materialWall", scene);
      materialWall2.diffuseTexture = new BABYLON.Texture("assets/images/stoneFloor.jpg", scene);
      materialWall2.diffuseTexture.uScale = 2.0;
      materialWall2.diffuseTexture.vScale = 12.0;
      materialWall2.maxSimultaneousLights = 20;
  
      var materialWall3 = new BABYLON.StandardMaterial("materialWall", scene);
      materialWall3.diffuseTexture = new BABYLON.Texture("assets/images/stoneFloor.jpg", scene);
      materialWall3.diffuseTexture.uScale = 4.0;
      materialWall3.diffuseTexture.vScale = 4.0;
      materialWall3.maxSimultaneousLights = 20;
  
      var materialCeil = new BABYLON.StandardMaterial("materialWall", scene);
      materialCeil.diffuseTexture = new BABYLON.Texture("assets/images/stoneFloor.jpg", scene);
      materialCeil.diffuseTexture.uScale = 10.0;
      materialCeil.diffuseTexture.vScale = 12.0;
      materialCeil.maxSimultaneousLights = 100;
  
      var materialCrate = new BABYLON.StandardMaterial("materialCrate", scene);
      materialCrate.diffuseTexture = new BABYLON.Texture("assets/images/woodCrate.jpg", scene);
      materialCrate.maxSimultaneousLights = 20;
  
      var materialPoutre = new BABYLON.StandardMaterial("materialPoutre", scene);
      materialPoutre.diffuseTexture = new BABYLON.Texture("assets/images/wood.jpg", scene);
      materialPoutre.diffuseTexture.uScale = 0.2;
      materialPoutre.diffuseTexture.vScale = 0.2;
      materialPoutre.maxSimultaneousLights = 20;
  
      var wallPaper = new BABYLON.StandardMaterial("wallPaper", scene);
      wallPaper.diffuseTexture = new BABYLON.Texture("assets/images/wallpaper.jpg", scene);
      wallPaper.diffuseTexture.uScale = 2;
      wallPaper.diffuseTexture.vScale = 2;
      wallPaper.maxSimultaneousLights = 10;
  
      // DEFINITION DU SOL
      var ground = BABYLON.Mesh.CreateGround("ground1", 40, 120, 2, scene);
      ground.scaling = new BABYLON.Vector3(2,10,3);
      // ground.scaling.z = 2;
      ground.material = materialGround;
      ground.checkCollisions = true;
  
      ground.position.z = 120;
  
      // DEFINITION DES MURS
      var wall1 = BABYLON.Mesh.CreateBox("wall1", 1, scene);
      wall1.scaling.x = 80;
      wall1.scaling.y = 20;
      wall1.position.z = 180;
      wall1.position.y = 10;
      wall1.material = materialWall1;
      wall1.checkCollisions = true;
  
      var wall2 = wall1.clone('wall2')
      wall2.position.z = -60;
  
      var wallMid1 = wall1.clone('wallMid1')
      wallMid1.position.z = 60;
      wallMid1.position.x = 50;
  
      var wallMid2 = wall1.clone('wallMid2')
      wallMid2.position.z = 60;
      wallMid2.position.x = -50;
  
      var wall3 = BABYLON.Mesh.CreateBox("wall3", 1, scene);
      wall3.scaling.z = 120;
      wall3.scaling.y = 20;
      wall3.position.x = 40;
      wall3.position.y = 10;
      wall3.material = materialWall2;
      wall3.checkCollisions = true;
      
      var wall4 = wall3.clone('wall4')
      wall4.position.x = -40;
  
      var wall5 = wall3.clone('wall5')
      wall5.position.z = 120;
  
      var wall6 = wall3.clone('wall46')
      wall6.position.x = -40;
      wall6.position.z = 120;
  
      // CREATION DES POUTRES APPARENTES
      var poutreM = BABYLON.Mesh.CreateBox("poutre", 3, scene);
      poutreM.scaling.x = 30;  
      poutreM.position.y = 19.5;
      poutreM.material = materialPoutre;
      poutreM.position.z = -40
  
      var poutre2 = poutreM.clone("poutre");
      poutre2.position.z = -10;
  
      var poutre3 = poutreM.clone("poutre");
      poutre3.position.z = 20;
  
      var poutre4 = poutreM.clone("poutre");
      poutre4.position.z = 50;
  
      // DEFINITION DU PLAFOND
      this.plafond = BABYLON.Mesh.CreateBox("plafond", 1, scene);
      this.plafond.scaling.z = 240;
      this.plafond.scaling.x = 80;
      this.plafond.position.y = 20;
      this.plafond.position.z = 60;
      this.plafond.material = materialCeil;
      this.plafond.checkCollisions = true;
  
      var centerRoom2 = BABYLON.Mesh.CreateBox("centerRoom2", 30, scene);
      centerRoom2.scaling = new BABYLON.Vector3(2,1,2);
      centerRoom2.position = new BABYLON.Vector3(0,15,120);
      centerRoom2.material = materialWall3;
      centerRoom2.checkCollisions = true;
  
      // DEFINITION DES SPHERES
      var sphere = BABYLON.Mesh.CreateSphere("sphere", 8, 15, scene);
      sphere.material = wallPaper;
      sphere.position = new BABYLON.Vector3(40,20,60);// Version simplifiée
      sphere.checkCollisions = true;
  
      var sphere2 = sphere.clone("sphere");
      sphere2.position = new BABYLON.Vector3(-40,20,60);
  
      var sphere3 = sphere.clone("sphere");
      sphere3.position = new BABYLON.Vector3(40,20,-60);
  
      var sphere4 = sphere.clone("sphere");
      sphere4.position = new BABYLON.Vector3(-40,20,-60);
  
  
      // DEFINITION DES COLONNES
      var cylinder = BABYLON.Mesh.CreateCylinder('colonne', 20, 5, 5, 8, 5, scene);
      cylinder.position = new BABYLON.Vector3(0,10,20)
      cylinder.material = materialWall1
      cylinder.checkCollisions = true;
  
      cylinder2 = cylinder.clone('colonne');
      cylinder2.position = new BABYLON.Vector3(0,10,-10);
  
      cylinder3 = cylinder.clone('colonne');
      cylinder3.position = new BABYLON.Vector3(25,10,-10);
  
      cylinder4 = cylinder.clone('colonne');
      cylinder4.position = new BABYLON.Vector3(25,10,-40);
  
      cylinder5 = cylinder.clone('colonne');
      cylinder5.position = new BABYLON.Vector3(25,10,20);
  
      cylinder6 = cylinder.clone('colonne');
      cylinder6.position = new BABYLON.Vector3(25,10,50);
  
      cylinder7 = cylinder.clone('colonne');
      cylinder7.position = new BABYLON.Vector3(-25,10,-10);
  
      cylinder8 = cylinder.clone('colonne');
      cylinder8.position = new BABYLON.Vector3(-25,10,-40);
  
      cylinder9 = cylinder.clone('colonne');
      cylinder9.position = new BABYLON.Vector3(-25,10,20);
  
      cylinder10 = cylinder.clone('colonne');
      cylinder10.position = new BABYLON.Vector3(-25,10,50);
  
      cylinder11 = cylinder.clone('colonne');
      cylinder11.position = new BABYLON.Vector3(-25,10,90);
  
      cylinder12 = cylinder.clone('colonne');
      cylinder12.position = new BABYLON.Vector3(25,10,90);
  
      cylinder13 = cylinder.clone('colonne');
      cylinder13.position = new BABYLON.Vector3(-25,10,150);
  
      cylinder14 = cylinder.clone('colonne');
      cylinder14.position = new BABYLON.Vector3(25,10,150);
  
      // DEFINITION DES CAISSES
      var crate1 = BABYLON.Mesh.CreateBox("crate", 5, scene);
      crate1.position = new BABYLON.Vector3(3,2.5,173);
      crate1.rotation = new BABYLON.Vector3(0,(Math.PI*25)/180,0);
      crate1.material = materialCrate;
      crate1.checkCollisions = true;
  
      var crate2 = BABYLON.Mesh.CreateBox("crate", 3, scene);
      crate2.position = new BABYLON.Vector3(3.5,6.5,173);
      crate2.rotation = new BABYLON.Vector3(0,(-Math.PI*25)/180,0);
      crate2.material = materialCrate;
      crate2.checkCollisions = true;
  
      var crate3 = BABYLON.Mesh.CreateBox("crate", 6, scene);
      crate3.position = new BABYLON.Vector3(34,3,50);
      crate3.rotation = new BABYLON.Vector3(0,(-Math.PI*60)/180,0);
      crate3.material = materialCrate;
      crate3.checkCollisions = true;
  
      var crate4 = BABYLON.Mesh.CreateBox("crate", 7, scene);
      crate4.position = new BABYLON.Vector3(-7,3.5,-50);
      crate4.rotation = new BABYLON.Vector3(0,(-Math.PI*60)/180,0);
      crate4.material = materialCrate;
      crate4.checkCollisions = true;
  
      var crate5 = BABYLON.Mesh.CreateBox("crate", 3, scene);
      crate5.position = new BABYLON.Vector3(1,1.5,-50);
      crate5.rotation = new BABYLON.Vector3(0,(-Math.PI*10)/180,0);
      crate5.material = materialCrate;
      crate5.checkCollisions = true;
  
      var crate6 = BABYLON.Mesh.CreateBox("crate", 6, scene);
      crate6.position = new BABYLON.Vector3(-35,3,10);
      crate6.rotation = new BABYLON.Vector3(0,(-Math.PI*10)/180,0);
      crate6.material = materialCrate;
      crate6.checkCollisions = true;
  
      var crate7 = BABYLON.Mesh.CreateBox("crate", 4, scene);
      crate7.position = new BABYLON.Vector3(-35,2,-55);
      crate7.rotation = new BABYLON.Vector3(0,(-Math.PI*40)/180,0);
      crate7.material = materialCrate;
      crate7.checkCollisions = true;
  
  
      // DEFINITION DES PROPS ------------------------------------------------
  
      // Liste des objets stocké dans le jeu
      this.bonusBox=[];
      this.weaponBox=[];
      this.ammosBox=[];
  
      // Les props envoyé par le serveur
      this.bonusServer = props[0];
      this.weaponServer = props[1];
      this.ammosServer = props[2];
  
      for (var i = 0; i < this.bonusServer.length; i++) {
          // Si l'objet n'a pas été pris par un joueur
          if(this.bonusServer[i].v === 1){
              var newBonusBox = this.newBonuses(new BABYLON.Vector3(
                  this.bonusServer[i].x,
                  this.bonusServer[i].y,
                  this.bonusServer[i].z),
              this.bonusServer[i].t);
              
              newBonusBox.idServer = i;
              this.bonusBox.push(newBonusBox);
          }
      }
  
      for (var i = 0; i < this.weaponServer.length; i++) {
          if(this.weaponServer[i].v === 1){
              var newWeaponBox = this.newWeaponSet(new BABYLON.Vector3(
                  this.weaponServer[i].x,
                  this.weaponServer[i].y,
                  this.weaponServer[i].z),
              this.weaponServer[i].t);
              
              newWeaponBox.idServer = i;
              this.weaponBox.push(newWeaponBox);
          }
      }
  
      for (var i = 0; i < this.ammosServer.length; i++) {
          if(this.ammosServer[i].v === 1){
              var newAmmoBox = this.newAmmo(new BABYLON.Vector3(
                  this.ammosServer[i].x,
                  this.ammosServer[i].y,
                  this.ammosServer[i].z),
              this.ammosServer[i].t);
              
              newAmmoBox.idServer = i;
              this.ammosBox.push(newAmmoBox);
          }
      }
  };
  Arena.prototype = {
      newBonuses : function(position,type) {
          var typeBonus = type;
          var positionBonus = position;
          
          // On crée un cube
          var newBonus = BABYLON.Mesh.CreateBox("bonusItem",  2, this.game.scene);
          newBonus.scaling = new BABYLON.Vector3(1,1,1);
          
          // On lui donne la couleur orange
          newBonus.material = new BABYLON.StandardMaterial("textureItem", this.game.scene);
          newBonus.material.diffuseColor = new BABYLON.Color3((255/255), (138/255), (51/255));
  
          // On positionne l'objet selon la position envoyé
          newBonus.position = positionBonus;
          
          // On le rend impossible a être séléctionné par les raycast
          newBonus.isPickable = false;
          
           // On affecte à l'objet son type
          newBonus.typeBonus = typeBonus;
  
          return newBonus;
      },
      newWeaponSet : function(position,type) {
          var typeWeapons = type;
          var positionWeapon = position;
  
          var newSetWeapon = BABYLON.Mesh.CreateBox(this.Armory.weapons[typeWeapons].name, 1, this.game.scene);
          newSetWeapon.scaling = new BABYLON.Vector3(1,0.7,2);
  
  
          newSetWeapon.material = new BABYLON.StandardMaterial("weaponMat", this.game.scene);
          newSetWeapon.material.diffuseColor = this.Armory.weapons[typeWeapons].setup.colorMesh;
          newSetWeapon.position = positionWeapon;
          newSetWeapon.isPickable = false;
          newSetWeapon.typeWeapon = type;
  
          return newSetWeapon;
      },
      newAmmo : function(position,type) {
          var typeAmmos = type;
          var positionAmmo = position;
          var newAmmo = BABYLON.Mesh.CreateBox(this.game.armory.weapons[typeAmmos].name, 1.0, this.game.scene);
          newAmmo.position = positionAmmo;
          newAmmo.isPickable = false;
          newAmmo.material = new BABYLON.StandardMaterial("ammoMat", this.game.scene);
          newAmmo.material.diffuseColor = this.game.armory.weapons[typeAmmos].setup.colorMesh;
          newAmmo.typeAmmo = type;
  
          return newAmmo;
      },
      _checkProps : function(){
          // Pour les bonus
          for (var i = 0; i < this.bonusBox.length; i++) {
              // On vérifie si la distance est inférieure à 6
              if(BABYLON.Vector3.Distance(
                  this.game._PlayerData.camera.playerBox.position,
                  this.bonusBox[i].position)<6){
                  var paramsBonus = this.Armory.bonuses[this.bonusBox[i].typeBonus];
  
                  this.game._PlayerData.givePlayerBonus(paramsBonus.type,paramsBonus.value);
  
                  // Pour la boucle bonusBox
                  this.displayNewPicks(paramsBonus.message);
  
                  // Pour bonusBox
                  this.pickableDestroyed(this.bonusBox[i].idServer,'bonus');
  
                  // On supprime l'objet
                  this.bonusBox[i].dispose();
                  this.bonusBox.splice(i,1)
              }
              
          }
          for (var i = 0; i < this.weaponBox.length; i++) {
              // Pour les armes
              if(BABYLON.Vector3.Distance(
                  this.game._PlayerData.camera.playerBox.position,
                  this.weaponBox[i].position)<6){
                  var Weapons = this.game._PlayerData.camera.weapons;
                  var paramsWeapon = this.Armory.weapons[this.weaponBox[i].typeWeapon];
                  var notPiked = true;
                  for (var y = 0; y < Weapons.inventory.length; y++) {
                      if(Weapons.inventory[y].typeWeapon == this.weaponBox[i].typeWeapon){
                          notPiked = false;
                          break;
                      }
                  }
                  if(notPiked){
  
                      var actualInventoryWeapon = Weapons.inventory[Weapons.actualWeapon];
                      
                      var newWeapon = Weapons.newWeapon(paramsWeapon.name);
                      Weapons.inventory.push(newWeapon);
  
                      // On réinitialise la position de l'arme précédente animé
                      actualInventoryWeapon.position = actualInventoryWeapon.basePosition.clone();
                      actualInventoryWeapon.rotation = actualInventoryWeapon.baseRotation.clone();
                      Weapons._animationDelta = 0;
  
                      actualInventoryWeapon.isActive = false;
  
                      Weapons.actualWeapon = Weapons.inventory.length -1;
                      actualInventoryWeapon = Weapons.inventory[Weapons.actualWeapon];
                      
                      actualInventoryWeapon.isActive = true;
  
                      Weapons.fireRate = Weapons.Armory.weapons[actualInventoryWeapon.typeWeapon].setup.cadency;
                      Weapons._deltaFireRate = Weapons.fireRate;
  
                      Weapons.textAmmos.innerText = actualInventoryWeapon.ammos;
  
                      Weapons.totalTextAmmos.innerText = 
                      Weapons.Armory.weapons[actualInventoryWeapon.typeWeapon].setup.ammos.maximum;
  
                      Weapons.typeTextWeapon.innerText = 
                      Weapons.Armory.weapons[actualInventoryWeapon.typeWeapon].name;
  
                      // Pour la boucle weaponBox
                      this.displayNewPicks(paramsWeapon.name);
  
                      // Pour weaponBox
                      this.pickableDestroyed(this.weaponBox[i].idServer, 'weapon');
  
                      this.weaponBox[i].dispose();
                      this.weaponBox.splice(i,1);
                  }
              }
          }
          for (var i = 0; i < this.ammosBox.length; i++) {
              // Pour les munitions
              if(BABYLON.Vector3.Distance(
                  this.game._PlayerData.camera.playerBox.position,
                  this.ammosBox[i].position)<6){
                  
                  var paramsAmmos = this.Armory.weapons[this.ammosBox[i].typeAmmo].setup.ammos;
                  var Weapons = this.game._PlayerData.camera.weapons;
  
                  Weapons.reloadWeapon(this.ammosBox[i].typeAmmo, paramsAmmos.refuel);
                  
                  // Pour la boucle ammosBox
                  this.displayNewPicks(paramsAmmos.meshAmmosName);
  
                  // Pour ammosBox
                  this.pickableDestroyed(this.ammosBox[i].idServer, 'ammos');
  
                  this.ammosBox[i].dispose();
                  this.ammosBox.splice(i,1)
              }
              
          }
      },
      // Donner un bonus au joueur
      givePlayerBonus : function(what,howMany) {
          
          var typeBonus = what;
          var amountBonus = howMany;
          if(typeBonus === 'health'){
              if(this.camera.health + amountBonus>100){
                  this.camera.health = 100;
              }else{
                  this.camera.health += amountBonus;
              }
          }else if (typeBonus === 'armor'){
              if(this.camera.armor + amountBonus>100){
                  this.camera.armor = 100;
              }else{
                  this.camera.armor += amountBonus;
              }
          } 
          this.textHealth.innerText = this.camera.health;
          this.textArmor.innerText = this.camera.armor;
      },
      deletePropFromServer : function(deletedProp){
          // idServer est l'id de l'arme
          var idServer = deletedProp[0];
          
          // type nous permet de déterminer ce qu'est l'objet
          var type = deletedProp[1];
          switch (type){
              case 'ammos' :
                  for (var i = 0; i < this.ammosBox.length; i++) {
                      if(this.ammosBox[i].idServer === idServer){
                          this.ammosBox[i].dispose();
                          this.ammosBox.splice(i,1);
                          break;
                      }
                  }
                  
              break;
              case 'bonus' :
                  for (var i = 0; i < this.bonusBox.length; i++) {
                      if(this.bonusBox[i].idServer === idServer){
                          this.bonusBox[i].dispose();
                          this.bonusBox.splice(i,1);
                          break;
                      }
                  }
              break;
              case 'weapon' :
                  for (var i = 0; i < this.bonusBox.length; i++) {
                      if(this.weaponBox[i].idServer === idServer){
                          this.weaponBox[i].dispose();
                          this.weaponBox.splice(i,1);
                          break;
                      }
                  }
              break;
          }
      },
      recreatePropFromServer : function(recreatedProp){
          var idServer = recreatedProp[0];
          var type = recreatedProp[1];
          switch (type){
              case 'ammos' :
                  var newAmmoBox = this.newAmmo(new BABYLON.Vector3(
                      this.ammosServer[idServer].x,
                      this.ammosServer[idServer].y,
                      this.ammosServer[idServer].z),
                      this.ammosServer[idServer].t);
                  
                  newAmmoBox.idServer = idServer;
                  this.ammosBox.push(newAmmoBox);
              break;
              case 'bonus' :
                  var newBonusBox = this.newBonuses(new BABYLON.Vector3(
                      this.bonusServer[idServer].x,
                      this.bonusServer[idServer].y,
                      this.bonusServer[idServer].z),
                      this.bonusServer[idServer].t);
                      
                  newBonusBox.idServer = idServer;
                  this.bonusBox.push(newBonusBox);
              break;
              case 'weapon' :
                  var newWeaponBox = this.newWeaponSet(new BABYLON.Vector3(
                      this.weaponServer[idServer].x,
                      this.weaponServer[idServer].y,
                      this.weaponServer[idServer].z),
                      this.weaponServer[idServer].t);
                      
                  newWeaponBox.idServer = idServer;
                  this.weaponBox.push(newWeaponBox);
              break;
          }
      },
      // Partie Server
      pickableDestroyed : function(idServer,type) {
          destroyPropsToServer(idServer,type)
      },
      displayNewPicks : function(typeBonus) {
          // Récupère les propriétés de la fênetre d'annonce
          var displayAnnouncement = document.getElementById('announcementKill');
          var textDisplayAnnouncement = document.getElementById('textAnouncement');
          
          // Si la fenêtre possède announcementClose (et qu'elle est donc fermé)
          if(displayAnnouncement.classList.contains("annoucementClose")){
              displayAnnouncement.classList.remove("annoucementClose");
          }
          // On vérifie que la police est à 1 (nous verrons plus tard pourquoi)
          textDisplayAnnouncement.style.fontSize = '1rem';
          
          // On donne a textDisplayAnnouncement la valeur envoyé à displayNewPicks
          textDisplayAnnouncement.innerText = typeBonus;
          
          // Au bout de 4 secondes, si la fenêtre est ouverte, on la fait disparaitre
          setTimeout(function(){ 
              if(!displayAnnouncement.classList.contains("annoucementClose")){
                  displayAnnouncement.classList.add("annoucementClose");
              }
          }, 4000);
      },
  }
  