For situations like this, I like to use an invisible helper sprite, a "spawner" that stays in the original position and keeps track of values like timing and position.
The objects created from the spawner can have an instance variable "origin" or "source" that I like to set with the UID of the spawner on created, so that each instance knows where it was created from, and I can use that to pick the correct spawner when the object gets destroyed. This helps in situations where you might have to work with multiple spawner objects.