Now, I've already created a system where each level is divided into 4 parts.
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[Loot] (Like crystals or whatever)
[The coming up Base level] (For the Transition level Dest. out.)
[A Transition level with Dest. out] (For transitioning to another type of base level)
[Base level] (Dirt for example)
Now, my problem is, since the level that has the "Health" variable is the base level, how do I let the other 3 levels know that they are supposed to be destroyed?
Since the base level will not always be the same one(dirt/granite/basalt/whatever), I cannot say: "set level.Hp to dirt.Hp", and if I use the family of the base level, it sets the HP of ALL other levels currently on the screen to the HP of the base level.
Containers don't work too, since then the dest. out. of the trans. level fucks everything up.
I am clueless. How would go and fix this/any other ideas?