public MainWindow()
        {
            InitializeComponent();

            Board boardOne = new Board(firstPlayerBoard, true);
            Board boardTwo = new Board(secondPlayerBoard, false);

            Shipyard shipyardPlayer = new Shipyard(boardOne);
            Shipyard shipyardCpu    = new Shipyard(boardTwo);

            //for sake of debug, need to change it!
            int shipSize = 5;

            shipyardPlayer.CreateShip(shipSize, RandomID(), RandomAlligment());
            int shipSize2 = 4;

            shipyardPlayer.CreateShip(shipSize2, RandomID(), RandomAlligment());
            int shipSize3 = 3;

            shipyardPlayer.CreateShip(shipSize3, RandomID(), RandomAlligment());
            int shipSize4 = 2;

            shipyardPlayer.CreateShip(shipSize4, RandomID(), RandomAlligment());

            shipyardCpu.CreateShip(shipSize, RandomID(), RandomAlligment());
            shipyardCpu.CreateShip(shipSize2, RandomID(), RandomAlligment());
            shipyardCpu.CreateShip(shipSize3, RandomID(), RandomAlligment());
            shipyardCpu.CreateShip(shipSize4, RandomID(), RandomAlligment());

            HumanPlayer   player = new HumanPlayer(boardOne, "Player", false);
            CPUPlayerEasy cpu    = new CPUPlayerEasy(boardTwo, "Computer", false);

            TurnTextBlock = turnTextBlock;
            gameManager   = new GameManager(gameCanvas, boardOne, boardTwo, player, cpu);
        }
        public GameManager(Canvas canvas, Board boardOne, Board boardTwo, HumanPlayer player, CPUPlayerEasy cpu)
        {
            this._canvas   = canvas;
            this._boardOne = boardOne;
            this._boardTwo = boardTwo;
            this._player   = player;
            this._cpu      = cpu;

            if (CoinRoll().Equals(0))
            {
                playerTurn = true;
                MainWindow.TurnTextBlock.Text = "<== Turn";
            }
            else
            {
                playerTurn = false;
                MainWindow.TurnTextBlock.Text = "Turn ==>";
            }
            HandleTurns();
        }