The Tilemap object.
You have all those conditions/actions/expressions to adress and manipulate a certain tile.
https://www.scirra.com/manual/172/tilemap
So, adressing the tile should be easy, its has x/y coordinates.
Also the source squares in the tilemap are numberd. Setting one as a tile should be easy. The numbers you find in de Tilemap editor.
So far i understand the question. I dont understand the reference to 'sprites' in the question.
Either you use sprites on a grid. Those sprites you can give frames, and those frames can loop automaticaly, creating an animation.
Or you use the Tilemap. Now, i have not seen someone yet making animations into a Tilemap by swapping squares.
Its is possible for sure. Its an idea that i will try, never thaught of it before. You just use 'set tile'. All frames have to be in the Tilemap.
Third option. Interpreting the question a bit differend. You want to place a animated sprite above a certain tile in the tilemap. For that you have the Tilemap expressions:
TileToPositionX(x)
TileToPositionY(y)
Convert a tile position to layout co-ordinates. For example, this can be used to position a Sprite object on top of a given tile.
Hope i did't guess to much.
Forget the "destroy" part, I really just need to create an animated sprite over each placement of a particular tile. This post: how-do-i-create-animated-tileset-tilemap_p756298?#p756298 mentions the how:
Technically you can't, as a tile is an inanimate sprite. If you wanted to do so, you would need to spawn a sprite on each specific tilemap tile.
For example,
if tilemap tile = 0, spawn sprite1
if tilemap tile = 1, spawn sprite2
etc
and each sprite would be what is animated.
I just can't figure out the way of expressing how to create the objects over the tiles.
For reference, the tile I need to "animate" is two tiles right one tile down.