public Game()
 {
     gameMap[0, 0] = new HarmlessObstacleRoom();
     gameMap[1, 0] = new HarmlessObstacleRoom();
     gameMap[2, 0] = new HarmlessObstacleRoom();
     gameMap[0, 1] = new HarmlessObstacleRoom();
     gameMap[1, 1] = new HarmlessObstacleRoom();
     gameMap[2, 1] = new HarmlessObstacleRoom();
     gameMap[0, 2] = new SampleRoom();
     gameMap[1, 2] = new SampleRoom();
     gameMap[2, 2] = new SampleRoom();
     currentRoom = gameMap[mapPositionX, mapPositionY];
 }
 public bool GoInDirection(PathSelectionComponent.PathDirection direction)
 {
     switch (direction)
     {
         case PathSelectionComponent.PathDirection.Back:
             {
                 if (mapPositionY > 0) mapPositionY--;
                 else return false;
             }
             break;
         case PathSelectionComponent.PathDirection.Forward:
             {
                 if (mapPositionY < 2) mapPositionY++;
                 else return false;
             }
             break;
         case PathSelectionComponent.PathDirection.Left:
             {
                 if (mapPositionX > 0) mapPositionX--;
                 else return false;
             }
             break;
         case PathSelectionComponent.PathDirection.Right:
             {
                 if (mapPositionX < 2) mapPositionX++;
                 else return false;
             }
             break;
     }
     currentRoom = gameMap[mapPositionX, mapPositionY];
     return true;
 }