public void generalConstructor()
    {
        //This calls every variable that can be changed from the difficulty setting for every type
        //of block (boss and regular)
        newVariables(GameControllerScript.attackRate, GameControllerScript.growRate,
                     GameControllerScript.regularDamage, GameControllerScript.blockHealth,
                     GameControllerScript.bossAttack);

        //Spawnrate if they ever need it
        spawnRate = Random.Range(2, 5);

        //Rigid body
        rb2d = GetComponent <Rigidbody2D>();

        //Makes it so the boss stays in one spot
        if (tag == "Block")
        {
            rb2d.AddForce(new Vector3(Random.Range(-25f, 25f), Random.Range(-25f, 25f), 0));
        }

        //Places blocks in arraylist
        thisBlock = this;
        blockList.Add(thisBlock);

        //Color and renderers
        rend = gameObject.GetComponent <SpriteRenderer>();
        col  = rend.material.color;
        red  = 0;

        frozen = false;

        currentTime = Time.time;
        nextHealth  = currentTime + 1.5;

        //Size variables
        transform.localScale = new Vector3(0, 0, 0);
        maxSize = new Vector3(60, 60, 0);

        //Block health variables
        maxHealth  = health;
        healthRate = 2.5;

        clickedOn = false;

        //Boss Variables

        textHealth = new GameObject();
        textHealth.AddComponent <TextMesh>();

        //showHealth();
    }
    public void generalConstructor()
    {
        //This calls every variable that can be changed from the difficulty setting for every type
        //of block (boss and regular)
        newVariables(GameControllerScript.attackRate, GameControllerScript.growRate,
                     GameControllerScript.regularDamage, GameControllerScript.blockHealth,
                     GameControllerScript.bossAttack);

        //Spawnrate if they ever need it
        spawnRate = Random.Range(2, 5);

        //Rigid body
        rb2d = GetComponent<Rigidbody2D>();

        //Makes it so the boss stays in one spot
        if (tag == "Block")
        {
            rb2d.AddForce(new Vector3(Random.Range(-25f, 25f), Random.Range(-25f, 25f), 0));
        }

        //Places blocks in arraylist
        thisBlock = this;
        blockList.Add(thisBlock);

        //Color and renderers
        rend = gameObject.GetComponent<SpriteRenderer>();
        col = rend.material.color;
        red = 0;

        frozen = false;

        currentTime = Time.time;
        nextHealth = currentTime + 1.5;

        //Size variables
        transform.localScale = new Vector3(0, 0, 0);
        maxSize = new Vector3(60, 60, 0);

        //Block health variables
        maxHealth = health;
        healthRate = 2.5;

        clickedOn = false;

        //Boss Variables

        textHealth = new GameObject();
        textHealth.AddComponent<TextMesh>();

        //showHealth();
    }