<commit_before>package org.academiadecodigo.bootcamp.Gauntlet.gameObject.movableObjects;

import org.academiadecodigo.bootcamp.Gauntlet.gameObject.GameObjType;
import org.academiadecodigo.bootcamp.Gauntlet.grid.Grid;
import org.academiadecodigo.bootcamp.Gauntlet.grid.position.GridPosition;

/**
 * Created by s7r1d3r on 20-01-2017.
 */
public abstract class Character extends AbstractMovableObject {

    protected int health;                     // Health Points
<<<<<<< HEAD
    protected int damage;                     // Damage that this character's projectiles will do
    protected Projectile projectile;          // Projectile that character will fire
=======
    private int damage;                     // Damage that this character's projectiles will do
    private Projectile projectile;          // Projectile that character will fire
>>>>>>> 6e3ddd7044a4ad99584b41156f041d3c2ede4438

    public Character(Grid grid, GridPosition position, GameObjType gameObjType, int speed) {
        super(grid, position, gameObjType, speed);
    }


    public abstract void move();            // SETTER : Sets a new GridPosition for the character


    //public void shoot() { };                 // Shoots a projectile. For now only the player shoots




    @Override
    public boolean isDestroyed() {               // Checks if character is dead<commit_msg>Merging, resolving conflict<commit_after>package org.academiadecodigo.bootcamp.Gauntlet.gameObject.movableObjects;

import org.academiadecodigo.bootcamp.Gauntlet.gameObject.GameObjType;
import org.academiadecodigo.bootcamp.Gauntlet.grid.Grid;
import org.academiadecodigo.bootcamp.Gauntlet.grid.position.GridPosition;

/**
 * Created by s7r1d3r on 20-01-2017.
 */
public abstract class Character extends AbstractMovableObject {

    protected int health;                     // Health Points
    protected int damage;                     // Damage that this character's projectiles will do
    protected Projectile projectile;          // Projectile that character will fire

    public Character(Grid grid, GridPosition position, GameObjType gameObjType, int speed) {
        super(grid, position, gameObjType, speed);
    }


    public abstract void move();            // SETTER : Sets a new GridPosition for the character


    //public void shoot() { };                 // Shoots a projectile. For now only the player shoots




    @Override
    public boolean isDestroyed() {               // Checks if character is dead
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