// Deselect the currently selected ally
 private void DeselectAlly(InputManager input, Point checkCoords)
 {
     if (m_map.WalkableGrid[checkCoords.X, checkCoords.Y] > 0)
     {
         if (input.LeftPressed && m_currChar != null)
         {
             m_currChar.IsSelected = false;
             m_currChar            = null;
         }
     }
 }
        } // Set Colours

        public CharHealthBar SetParentOfBar(GameChar parent)
        {
            m_parentChar = parent;
            return(this);
        } // Set Character Parent
        // If an ally is selected, deselect all others
        private void SelectAlly(InputManager input)
        {
            for (int i = 0; i < m_characters.Count; i++)
            {
                if (m_characters[i].SelectionCircle.Contains(m_mousePos))
                {
                    if (input.LeftPressed)
                    {
                        m_currChar = m_characters[i];
                        m_characters[i].IsSelected = true;

                        for (int k = 0; k < m_characters.Count; k++)
                        {
                            if (k != i)
                            {
                                m_characters[k].IsSelected = false;
                            }
                        }
                    }
                }
            }

            #region Selection Keys
            if (input.Keys.IsKeyDown(Keys.D1))
            {
                for (int i = 0; i < m_characters.Count; i++)
                {
                    if (i == 0)
                    {
                        m_characters[i].IsSelected = true;
                    }
                    else
                    {
                        m_characters[i].IsSelected = false;
                    }
                }
            }

            if (input.Keys.IsKeyDown(Keys.D2))
            {
                for (int i = 0; i < m_characters.Count; i++)
                {
                    if (i == 1)
                    {
                        m_characters[i].IsSelected = true;
                    }
                    else
                    {
                        m_characters[i].IsSelected = false;
                    }
                }
            }

            if (input.Keys.IsKeyDown(Keys.D3))
            {
                for (int i = 0; i < m_characters.Count; i++)
                {
                    if (i == 2)
                    {
                        m_characters[i].IsSelected = true;
                    }
                    else
                    {
                        m_characters[i].IsSelected = false;
                    }
                }
            }
            #endregion
        }