public DyingAction(MapCoordinates c1) { Character = c1; }
public AttackAction(MapCoordinates c, MapCoordinates a, TypesOfAttacks t) { Character = c; Attack = a; Type = t; }
public DamageAction(MapCoordinates m, int s) { Mc = m; Strength = s; }
public TwoMoveAction(MapCoordinates c1, MapCoordinates c2, MapCoordinates m1, MapCoordinates m2) { Char1 = c1; Char2 = c2; Move1 = m1; Move2 = m2; }
public CollisionWithAllyAction(MapCoordinates c1, MapCoordinates c2) { Char1 = c1; Char2 = c2; }
public MoveAction(MapCoordinates c, MapCoordinates mc, string charName) { Character = c; Move = mc; CharacterName = charName; }
//set square to emptysquare public void DiedAt(MapCoordinates mc) { _gameMap[mc.X][mc.Y] = new EmptySquare(); }
public GameSquare GetAt(MapCoordinates mc) { return(_gameMap[mc.X][mc.Y]); }
public bool Equals(MapCoordinates mc) { return(mc.X == X && mc.Y == Y); }
public int Distance(MapCoordinates mc) { return(Math.Abs(mc.X - X) + Math.Abs(mc.Y - Y)); }