private void AttackCreep(Creep _creep)
        {
            // pythagorean to find hypoteneus distance
            double hypDistance = GetDistanceToCreep(_creep);

            // is in range to attack?
            if (hypDistance <= MyWeapon.Range)
            {
                // attack!
                _creep.Hurt(MyWeapon.Damage);

                // check for kill condition
                if (_creep.HitPoints <= 0)
                {
                    //System.Diagnostics.Debug.Print("Creep hitpoints: " + _creep.HitPoints);
                    MyCanvas.Dispatcher.Invoke(_creep.Killed);
                }

                // trigger cooldown state
                MyWeapon.Reload();

                // switch image to 'attack'
                Thread t1 = new Thread(new ThreadStart(
                delegate()
                {
                    MyCanvas.Dispatcher.BeginInvoke(DispatcherPriority.Normal,
                        new Action(delegate()
                        {
                            MyCanvas.Dispatcher.Invoke(new Action(() => DrawTower(pathImage_attack)));

                        }));
                    Thread.Sleep(TimeSpan.FromMilliseconds(attackAnimationLength));
                    MyCanvas.Dispatcher.BeginInvoke(DispatcherPriority.Normal,
                        new Action(delegate()
                        {
                            MyCanvas.Dispatcher.Invoke(new Action(() => DrawTower(pathImage)));
                        }));
                }));
                t1.Start();
            }
        }