I've created different families to different group of enemies. Now I'm trying to make all those simple colision events like this:
But using families instead of identifying them directly. Basically, I'm trying to make a general event that, using families, identify the enemy of that family that colided with the character. Doing this way I don't need to repeat this condition for ALL enemies in the game. However, every enemy has it's instance variable that represent their damage. So, the difficult part, which is giving me headaches, is to pick the damage(variable) of an specific enemy that have colided with the character.
I've tried creating an Instance family variable to take the value(damage) temporarily and then subtract it from player's life. After that I'd set the variable Damage to 0 again.
Someone knows how to do it?