diff --git a/Game_V2.py b/Game_V2.py
new file mode 100644
index 0000000..7635862
--- /dev/null
+++ b/Game_V2.py
@@ -0,0 +1,320 @@
+import pygame
+from random import randint
+import math
+
+SCREEN_X = 1920
+SCREEN_Y = 1015
+
+# pygame setup
+pygame.init()
+pygame.display.set_caption("Vampire survivors")
+screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
+clock = pygame.time.Clock()
+running = True
+
+class Player(pygame.sprite.Sprite):
+    def __init__(self, pos, group):
+        super().__init__(group)
+        self.idle_image = self.image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha()
+        self.rect = self.image.get_rect(center = pos)
+        self.direction = pygame.math.Vector2()
+        self.speed = 2.25
+
+        #health
+        self.current_health = 1000 #health
+        self.maximum_health = 1000
+        self.health_bar_lenght = 500
+        self.health_ratio = self.maximum_health / self.health_bar_lenght
+        self.target_health = 1000
+        self.health_change_speed = 5
+
+        # Shooting
+        self.can_shoot = True
+        self.shoot_cooldown_time = 100  # Milliseconds
+        self.shoot_cooldown = 0
+
+        
+
+        # animations
+        self.image_direction = 1
+        self.animation_timer = 0
+        self.current_sprite = 0
+        self.running_sprites = []
+        for i in range(6):
+            self.running_sprites.append(pygame.image.load("Sprites/Running/Player_run_right_"+str(i+1)+".png").convert_alpha())
+
+
+    def get_damage(self, amount):
+        if self.target_health > 0:
+            self.target_health -= amount
+        if self.target_health <= 0:
+            self.target_health = 0
+
+
+    def get_health(self, amnount):
+        if self.target_health < self.maximum_health:
+            self.target_health += amnount
+        if self.target_health >= self.maximum_health:
+            self.target_health = self.maximum_health
+
+    
+
+    def ahealth_bar(self):
+
+        self.current_health += (self.target_health-self.current_health)/10
+
+        # If self.current_health < self.target_health
+        transition_colour = (0, 255, 0)
+        health_bar_width = self.current_health/self.health_ratio
+        transition_bar_width = self.target_health/self.health_ratio
+
+        if self.current_health > self.target_health:
+            health_bar_width = self.target_health/self.health_ratio
+            transition_bar_width = self.current_health/self.health_ratio
+            transition_colour = (255, 255, 0)
+
+        health_bar_rect = pygame.Rect(10,45,health_bar_width,25)
+        transition_bar_rect = pygame.Rect(10,45,transition_bar_width,25)
+        
+        pygame.draw.rect(screen, transition_colour, transition_bar_rect)
+        pygame.draw.rect(screen,(255,0,0),health_bar_rect)
+        pygame.draw.rect(screen,(255,255,255), (10,45,self.health_bar_lenght,25),4)
+        
+    def input(self):
+        keys = pygame.key.get_pressed()
+        speed_multiplier_x = 0
+        speed_multiplier_y = 0
+
+        if self.direction.x > 0:
+            self.image_direction = 1
+        elif self.direction.x < 0:
+            self.image_direction = -1
+
+        if keys[pygame.K_w]:
+            speed_multiplier_y = -1
+        elif keys[pygame.K_s]:
+            speed_multiplier_y = 1
+    
+   # Check if A and D keys are pressed
+        if keys[pygame.K_a]:
+            speed_multiplier_x = -1
+        elif keys[pygame.K_d]:
+            speed_multiplier_x = 1
+
+         # Calculate movement direction based on keys pressed
+        self.direction.x = speed_multiplier_x
+        self.direction.y = speed_multiplier_y
+
+
+        self.direction.y = (keys[pygame.K_s]) - (keys[pygame.K_w])
+        self.direction.x = (keys[pygame.K_d]) - (keys[pygame.K_a])
+
+        if self.direction.x != 0 and self.direction.y != 0:
+            self.direction.normalize_ip()
+    
+        self.direction.x *= self.speed
+        self.direction.y *= self.speed
+
+
+        if pygame.mouse.get_pressed()[0] and self.can_shoot:
+                    direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
+                    direction = pygame.math.Vector2.normalize(direction)
+                    new_projectile = Projectile(self.rect.center, direction, camera_group)
+                    self.can_shoot = False
+                    self.shoot_cooldown = pygame.time.get_ticks()
+
+    def update(self):
+        self.input()
+        self.ahealth_bar()
+        self.rect.center += self.direction * self.speed
+
+        now = pygame.time.get_ticks()
+        if now - self.shoot_cooldown > self.shoot_cooldown_time:
+            self.can_shoot = True
+
+        if now - self.animation_timer > 50:
+            if pygame.Vector2.length(self.direction) == 0:
+                self.image = self.idle_image
+                self.current_sprite = 0
+            else:
+                self.animation_timer = pygame.time.get_ticks()
+                self.current_sprite += 1
+                if self.current_sprite > len(self.running_sprites)-1:
+                    self.current_sprite = 0
+                self.image = self.running_sprites[self.current_sprite]
+
+class Arm(pygame.sprite.Sprite):
+    def __init__(self, pos, group):
+        super().__init__(group)
+        self.base_image = pygame.image.load("Sprites/minigun.png").convert_alpha()
+        self.base_image = pygame.transform.scale(self.base_image, (40, 15))
+        
+        self.image_direction = 1
+        
+        self.direction = pygame.Vector2(0, 0)
+        self.speed = 10
+        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x)) 
+        self.image = pygame.transform.rotate(self.base_image, angle)
+        self.rect = self.image.get_rect(center = pos)
+
+    def update(self):
+        self.rect.center = player.rect.center
+        self.direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
+        self.direction = pygame.math.Vector2.normalize(self.direction)
+        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
+        if(abs(angle)<90):
+            self.image_direction = 1
+        else:
+            self.image_direction = -1
+        self.rect.center -= pygame.Vector2(math.sin(math.radians(angle-90))*20, math.cos(math.radians(angle-90))*20)
+        if(abs(angle)>90):
+            angle = math.degrees(math.atan2(self.direction.y, self.direction.x))+180
+        self.image = pygame.transform.rotate(self.base_image, angle)
+        
+
+class Projectile(pygame.sprite.Sprite):
+    def __init__(self, pos, direction, group):
+        super().__init__(group)
+        self.image = pygame.image.load("Sprites/bullet.png").convert_alpha()
+        self.image_direction = 1
+        
+        self.direction = direction
+        self.speed = 15
+        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x)) 
+
+        self.image = pygame.transform.rotate(self.image, angle)
+        self.rect = self.image.get_rect(center = pos)
+        self.rect.center += self.direction * 50
+
+        self.life_timer = 10000 # Milliseconds
+        self.spawned_time = pygame.time.get_ticks()
+
+    def collision(self):
+        for enemy in enemies:
+            distance = pygame.math.Vector2.length(pygame.math.Vector2(enemy.rect.center) - self.rect.center)
+            if distance < 20:
+                enemy.damage(1)
+                self.kill()
+                break
+
+    def update(self):
+        self.rect.center += self.direction * self.speed
+        self.collision()
+
+        now = pygame.time.get_ticks()
+        if now - self.spawned_time > self.life_timer:
+            self.kill()
+
+class Enemy(pygame.sprite.Sprite):
+    def __init__(self, pos, group):
+        super().__init__(group)
+        self.image = pygame.surface.Surface((20, 20))
+        self.image.fill("red")
+        self.rect = self.image.get_rect(center = pos)
+        self.pos = self.rect.center
+        self.direction = pygame.math.Vector2()
+        self.speed = 2
+        self.health = 2
+
+        self.image_direction = 1
+
+    
+
+    def damage(self, damage):
+        self.health -= 1
+        if self.health <= 0:
+            enemies.remove(self)
+            self.kill()
+
+
+    def update(self):
+        self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
+        if(pygame.math.Vector2.length(self.direction)<20):
+            player.get_damage(200)
+            self.kill()
+            enemies.remove(self)
+        self.pos += self.direction.normalize() * self.speed 
+        self.rect.center = (round(self.pos.x), round(self.pos.y))
+
+class CameraGroup(pygame.sprite.Group):
+    def __init__(self):
+        super().__init__()
+        self.display_surface = pygame.display.get_surface()
+
+        self.offset = pygame.math.Vector2(300, 100)
+        self.half_w = self.display_surface.get_size()[0] // 2
+        self.half_h = self.display_surface.get_size()[1] // 2
+
+    def center_target_camera(self, target):
+        self.offset.x = target.rect.centerx - self.half_w
+        self.offset.y = target.rect.centery - self.half_h
+
+    def custom_draw(self, player):
+        self.center_target_camera(player)
+
+        for sprite in sorted(self.sprites(), key=lambda sprite: sprite.rect.centery):
+            offset_pos = sprite.rect.topleft - self.offset
+            if sprite.image_direction == -1:
+                self.display_surface.blit(pygame.transform.flip(sprite.image, True, False), offset_pos)
+            else:
+                self.display_surface.blit(sprite.image, offset_pos)
+            
+def spawn_enemy():
+        if len(enemies) < 20:
+            random_x = randint(-1000, 1000)
+            random_y = randint(-1000, 1000)
+            enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group))
+
+
+spawn_enemy_event = pygame.USEREVENT + 1
+#Setup
+camera_group = CameraGroup()
+enemies = []
+
+
+
+
+player = Player((500, 500), camera_group)
+Arm((0, 0), camera_group)
+pygame.time.set_timer(spawn_enemy_event, 100)
+
+crosshair_img = pygame.transform.scale(pygame.image.load('Sprites/crosshair.png'), (30, 30))
+cursor = pygame.cursors.Cursor((0, 0), crosshair_img)
+pygame.mouse.set_cursor(cursor)
+pygame.mouse.set_visible(True | False)
+
+
+
+while running:
+    for e in pygame.event.get():
+        if e.type == pygame.QUIT:
+            running = False
+            pygame.quit()
+
+        if e.type == spawn_enemy_event:
+            spawn_enemy()
+
+        if e.type == pygame.KEYDOWN:
+            if e.key == pygame.K_UP:
+                player.get_health(200)
+
+        if e.type == pygame.KEYDOWN:
+            if e.key == pygame.K_DOWN:
+                player.get_damage(200)
+
+
+
+
+
+    screen.fill("cyan")
+
+    camera_group.update()
+    camera_group.custom_draw(player)
+
+    
+    pygame.display.flip()
+
+    clock.tick(60)
+
+
+