Thank you for taking a look!! Its a mess, I know...
If you watch the numbers they vanish in groups instead of fading or vanishing because of an overlap condition...
The slow fade out is intentional. They all fade eventually or else I would never end up with more space to emit more things into!
What I want is when the larger objects are emitted and are overlapping the smaller objects that the smaller objects go away and leave clear space for the bigger objects...
it won't make much sense as a game thing because the project is not a game in the end...
Currently: (not the CAPX)
Bouncing ball controls emitter position.
Emitter checks that it is not overlapping another emitter, an emitted object, or one of the "walls".
If the Emitter is clear it emits a Place Holder which then get Text and other things Pinned to it.
The larger sprites are the focus, the smaller sprites are filler.
What I want:
Bouncing ball controls emitter position.
Bigger emitter emits when clear of walls and other big objects.
Smaller emitter emits when clear of all walls and big and small objects.
If the bigger emitter puts a big object on a smaller object I want the smaller object(s) to go away.
The big objects should dominate the space. Any time they are ready to show up they should and everything that's smaller and in its way should Destroy.
I hope that makes sense...