public Character(Rectangle winSize, Vector2 position, int width, int height,
     string assetName, int textureColumns, int textureLines)
 {
     _windowSize = winSize;
     _position = position;
     _graphicalBounds = new GraphicalBounds<CharacterActions>(new Dictionary<CharacterActions, Rectangle>());
     _sprite = new AnimatedSprite(new Rectangle((int)position.X - width / 2, (int)position.Y - height, width, height), winSize, assetName, textureColumns, textureLines, 30, 1, -1, -1, true);
     _canMove = true;
     _jumping = false;
     _jumpHeight = 0;
     _direction = true; // = right
     _timer = 0;
     _physics = new Physics();
     Life = 1;
     _action = CharacterActions.StandRight;
     _attacks = new Dictionary<CharacterActions, Attack>();
 }
 public Character(Rectangle winSize, Vector2 position, int width, int height, string assetName, int textureColumns, int textureLines)
 {
     this._windowSize = winSize;
     this._position = position;
     Damage = 1;
     this._weapons = new List<Weapon>();
     this._graphicalBounds = new GraphicalBounds<CharacterActions>(new Dictionary<CharacterActions, Rectangle>());
     this._sprite = new AnimatedSprite(new Rectangle((int)position.X - width / 2, (int)position.Y - height, width, height), winSize, assetName, textureColumns, textureLines, 30, 1, -1, -1, true);
     this._canMove = true;
     this._jumping = false;
     this._jumpHeight = 0;
     this._direction = true;
     this._timer = 0;
     this._physics = new Physics(200, 1000);
     this.Life = 1f;
     this._action = CharacterActions.StandRight;
     this._attacks = new Dictionary<CharacterActions, Attack>();
     Armor = 1;
     CanBeStunned = true;
 }