public healthSystemB(int hA) // heart amount
    {
        heartList = new List <HeartB>();

        for (int i = 0; i < hA; i++)
        {
            HeartB heart = new HeartB(2); // 1 heart can tahan how many damage
            heartList.Add(heart);
        }

        //heartList[heartList.Count - 1].setFragmentAmount(0);
    }
    public void addHealth(int healAmount)
    {
        for (int i = 0; i < heartList.Count; i++)
        {
            HeartB heart = heartList[i];
            //check current health
            int emptyHeart = max_Heart - heart.GetFragmentAmount();

            if (healAmount > emptyHeart)
            {
                healAmount -= emptyHeart;
                heart.addHealth(emptyHeart);
            }
            else
            {
                heart.addHealth(healAmount);
            }
        }
        OnHeal(this, EventArgs.Empty);
    }
    public void Damage(int da) // damage amount
    {
        for (int i = heartList.Count - 1; i >= 0; i--)
        {
            HeartB heart = heartList[i];
            if (da > heart.GetFragmentAmount())  // Test if this heart can absorb damageAmount
            {
                da -= heart.GetFragmentAmount(); // Heart cannot absorb full damageAmount, damage heart and keep going to next heart
                heart.Damage(heart.GetFragmentAmount());
            }
            else
            {
                heart.Damage(da);
                break;
            }
        }
        OnDamaged(this, EventArgs.Empty);

        if (IsDead())
        {
            OnDead(this, EventArgs.Empty);
        }
    }