For some reason my remove function on my CCNode is not working after the animation is run.
I am adding a CCNode on click, running a animation then running the remove function.
// loads the Coin
CCNode* coin = [CCBReader load:@"heros/coin"];
coin.name =@"coin";
// position
coin.position = ccpAdd(_touchNode.position, ccp(0, 0));
//Add to Parent
[_touchNode addChild:coin z:-1];
id action1 = [CCActionMoveTo actionWithDuration:0.7f position:ccpAdd(_touchNode.position, ccp(0, 200))];
id action2 = [CCActionMoveTo actionWithDuration:0.7f position:ccpAdd(_touchNode.position, ccp(0, 100))];
CCActionCallFunc *callAfterMoving = [CCActionCallFunc actionWithTarget:self selector:@selector(cleanupSprite:)];
[coin runAction: [CCActionSequence actions:action1, action2, callAfterMoving, nil]];
using the following delete function produces a crash error with This node does not contain the specified child
- (void) cleanupSprite:(CCNode*)inSprite
{
// call your destroy particles here
// remove the sprite
[self removeChild:inSprite cleanup:YES];
}
Using the following delete also doesn't work
- (void) cleanupSprite:(CCNode*)inSprite
{
// call your destroy particles here
// remove the sprite
[self removeChildByName:@"coin" cleanup:YES];
}