I have some questions regarding the isRunning and particleCount properties of CCParticleSystemQuad.
I'm currently managing reuse of particle systems, thus I need a boolean check for if the system is currently running.
The two properties that I thought of trying are the ones I have a problem with
My code snips
// getParticleSystemForFile
if( !psq.isRunning ) { // tried replacing this with psq.particleCount
[psq resetSystem];
return psq;
}
and
//
CCParticleSystemQuad *effect = [[GameObjSingleton get] getParticleSystemForFile:@"healEffect.plist"];
if ( effect.parent ) {
[effect.parent removeChild:effect cleanup:NO];
}
The current behaviour is something like this:
isRunning - always returning 1
particleCount - always returning 0
So when I use particleCount, no new effects are created. When I use isRunning, new particle systems are always created
You want to check the active
property.
isRunning
is a property of CCNode which tells you whether the node is paused or not in the scene graph.