/// <summary>
        /// Check to see if the new coodrdinates the player is moving in
        /// collide with a wall. If so, the player doesn't move beyond the wall.
        /// If not, the player moves 1 space in that direction.
        /// Right now the monster is not used, but I will keep it there for now
        /// in case in the future we need it.
        /// </summary>
        /// <param name="d"></param>
        /// <param name="walls"></param>
        public void move(Keys.Direction d, IList <IList <Obstacles> > walls, int x, int y, IList <Attributes> monster, Attributes Hero, ConsoleColor BGColor)
        {
            Console.SetCursorPosition(Hero.X, Hero.Y);
            Console.ForegroundColor = ConsoleColor.Black;
            Console.Write(" ");

            if (d == Keys.Direction.Down)
            {
                Hero.Y += 1;
                if (collision.checkHeroWall(Hero, walls, x, y))
                {
                    Hero.Y -= 1;
                }
            }
            if (d == Keys.Direction.Up)
            {
                Hero.Y -= 1;
                if (collision.checkHeroWall(Hero, walls, x, y))
                {
                    Hero.Y += 1;
                }
            }
            if (d == Keys.Direction.Left)
            {
                Hero.X -= 1;
                if (collision.checkHeroWall(Hero, walls, x, y))
                {
                    Hero.X += 1;
                }
            }
            if (d == Keys.Direction.Right)
            {
                Hero.X += 1;
                if (collision.checkHeroWall(Hero, walls, x, y))
                {
                    Hero.X -= 1;
                }
            }
            // Change this
            if (collision.CheckHeroMon(monster, Hero))
            {
                Hero.HP -= 1;
            }

            DrawHero(Hero, BGColor);
        }
        /// <summary>
        /// Check to see if the new coodrdinates the player is moving in
        /// collide with a wall. If so, the player doesn't move beyond the wall.
        /// If not, the player moves 1 space in that direction.
        /// Right now the monster is not used, but I will keep it there for now
        /// in case in the future we need it.
        /// </summary>
        /// <param name="d"></param>
        /// <param name="walls"></param>
        public void move(Keys.Direction d, IList <Obstacles[]> walls, int x, int y, IList <Attributes> monster)
        {
            // remove the IList if it is never used.-----------------------------------^

            Console.SetCursorPosition(Hero.X, Hero.Y);
            Console.ForegroundColor = ConsoleColor.Black;
            Console.Write(" ");

            if (d == Keys.Direction.Down)
            {
                Hero.Y += 1;
                if (collision.checkHeroWall(Hero.X, Hero.Y, walls, x, y))
                {
                    Hero.Y -= 1;
                }
            }
            if (d == Keys.Direction.Up)
            {
                Hero.Y -= 1;
                if (collision.checkHeroWall(Hero.X, Hero.Y, walls, x, y))
                {
                    Hero.Y += 1;
                }
            }
            if (d == Keys.Direction.Left)
            {
                Hero.X -= 1;
                if (collision.checkHeroWall(Hero.X, Hero.Y, walls, x, y))
                {
                    Hero.X += 1;
                }
            }
            if (d == Keys.Direction.Right)
            {
                Hero.X += 1;
                if (collision.checkHeroWall(Hero.X, Hero.Y, walls, x, y))
                {
                    Hero.X -= 1;
                }
            }

            DrawHero();
        }