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Home/ Questions/Q 7019509
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T23:11:34+00:00 2026-05-27T23:11:34+00:00

I am porting bits of the game engine to another game code’s and I

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I am porting bits of the game engine to another game code’s and I have two concerns.

The code:

-(void) checkForBulletCollisions
        {
                Enemy* enemy;
                CCARRAY_FOREACH([batch children], enemy)
                {
                if (enemy.visible)
                {
                        BulletCache* bulletCache = [[GameScene sharedGameScene] bulletCache];
                        //etc etc

The GameScene in the project I am porting this code to is not a singleton like the GameScene is in the above code.

Here is the GameScene’s interface code:

@interface GameScene : CCScene
    +(void) newGame:(NSString*)levelFile;
    -(void) reloadGame:(NSString*)levelFile;
@end

When porting the top lines of code I replaced the top line of code with:

BulletCache* bulletCache = [[GameScene node] bulletCache];

Am I on the right track?

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  1. Editorial Team
    Editorial Team
    2026-05-27T23:11:35+00:00Added an answer on May 27, 2026 at 11:11 pm

    As hiepnd stated – the node method creates a new autoreleased instance. The code you are porting however is calling a singleton. I’m going to assume that the singleton is the ‘current scene’ – and therefore your task in porting is to find the top node in the node hierarchy – confirm that it is indeed of Class GameScene, and then retrieve yur reference to the bulletCache from it.

    The current scene can be retrieved from the director as follows:

    CCScene *currentScene = [[CCDirector sharedDirector] runningScene];
    GameScene *gameScene = nil;
    if ([currentScene isKindOfClass:[GameScene class]]) gameScene = currentScene;
    BulletCache *bulletCache = [gameScene bulletCache];
    
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