Game Development Reference
In-Depth Information
int i;
int count = (int) _fallingObjects.size();
for (i = count-1; i >= 0; i--) {
auto sprite = _fallingObjects.at(i);
sprite->stopAllActions();
sprite->setVisible(false);
_fallingObjects.erase(i);
}
if (_bomb->isVisible()) {
_bomb->stopAllActions();
_bomb->setVisible(false);
auto child =
_bomb->getChildByTag(kSpriteHalo);
child->stopAllActions();
child = _bomb->getChildByTag(kSpriteSparkle);
child->stopAllActions();
}
if (_shockWave->isVisible()) {
_shockWave->stopAllActions();
_shockWave->setVisible(false);
}
if (_ufo->isVisible()) {
_ufo->stopAllActions();
_ufo->setVisible(false);
auto ray = _ufo->getChildByTag(kSpriteRay);
ray->stopAllActions();
ray->setVisible(false);
}
}
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