anchor.diff:  var
     i : integer;
   begin
  -  BShip.ammunition := 20;
  +  BShip.ammunition := 200;
     {Initialisation des position des missiles par la derniere ligne (max_y)}
     {for i:=1 to 50 do
       BEnemy.enepos[i] := -1;}
     BShip.posx := max_x div 2;
     BShip.shape := 'O';
  -  BEnemy.nbr := 15;
  +  BEnemy.nbr := 15000;
   end;
   
   procedure Shoot(var BShip : Ship);
  
positive.code:   {Affichage}
    for j:=1 to max_x do begin
      {un hack pour ralentir l'ennemi}
      if (i mod 100 = 0) and (BEnemy.enepos[j] in [2..max_y-5]) then begin
        Inc(BEnemy.enepos[j]); 
        mvprintw(BEnemy.enepos[j], j, 'X');
        refresh;
        napms(50);
      end
      else if (BEnemy.enepos[j] > max_y) then BEnemy.enepos[j] := 0;
      i := 0;
    end;
  end;
  
  
negative.code:            end;
      end; 
      { nettoyage la fenetre field }
      //wclear(field);
      //wclear(dashboard);
      drawBox(field);
      drawBox(dashboard);
      //mvwprintw(field, 1, 1, 'Field');
      // refresh each window
      mvprintw(max_y-5, BShip.posx, 'O');
      refresh;
      if (BEnemy.nbr > 0) and (k = 100) then begin
        randomize;
        BEnemy.enepos[random(max_x)+1] := 2;
        Dec(BEnemy.nbr);
        k := 0;
      end;
      Shoot(BShip);
      Enemys(BEnemy);
      collision(BShip, BEnemy, Score);
      mvwprintw(dashboard, 1, 1, PChar(concat('Score : ', IntToStr(Score))));
      mvwprintw(dashboard, 1, max_x div 2 , PChar(concat('| Ammo : ', IntToStr(BShip.ammunition))));
      wrefresh(field);
      wrefresh(dashboard);
      {un petit dodo pour 3 millisecondes}
      //napms(5);
    end;
    endwin();
  END.
  