optimizing code: dot pooling, single prefab

-made a singular prefab for regular dots, powerups still on several
prefabs
-added an array of colors for the dots
-changed the way dots are added and removed from screen
-pooling for dots added, up to the max dot limit; again, doesn't include
powerups
correction for last commit

-colors on color array were on alpha 0, it made the dots invisible;
corrected
Merge branch 'iago-programming' of https://github.com/tghocutt/Dotflow into iago-programming

Conflicts:
	Library/CurrentLayout.dwlt
	Library/metadata/9e/9e5eed2d0075c45a2b9dad118b4a3ecb
	Library/metadata/b9/b9484a0ade2dcfe49830af313250c3ce
	Library/shadercompiler-1.log
continuing work on optimization

-bug where every power up that spawns creates a "dead space"  on the dot
list that basically prevents a dot from being reused
pooling done, bug squashed

-remember that powerups are still their own thing, and each one of them
is being created/destroyed instead of pooled; all regular dots are
pooled now
merged from iagos branch

trying to get gameplay working, this merge should let me keep working on
menus and all that good stuff