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Home/ Questions/Q 6634979
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T22:59:41+00:00 2026-05-25T22:59:41+00:00

I have a ccLayer where I’m trying to make it rain. On init i

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I have a ccLayer where I’m trying to make it rain.
On init i schedule the following:

        [self schedule:@selector(throwRain) interval:0.1f];

And here is the rest of the code:

-(void) throwRain {
    CCSprite *gota;
    for (int i = 1; i <= 6; i++){
        gota = [CCSprite spriteWithFile:@"4_gota.png"];
        gota.position = ccp(arc4random() % 768, 1060);
        gota.scale = (arc4random () % 25 + 50.0f) / 100.0f;
        gota.rotation = 35 ;
        [self addChild:gota z:arc4random() % 5 + 7];

        [gota runAction:[CCSequence actions:[CCEaseRateAction actionWithAction:[CCMoveTo actionWithDuration:3.0f + (arc4random() % 200) / 100.0f position:ccp(gota.position.x, 0)] rate:3]  , [CCCallFunc actionWithTarget:self selector:@selector(spriteDone:)], nil]];
    }
}

-(void) spriteDone:(id)sender {
    [self removeChild:sender cleanup:YES];
}   

However, the drops gets to the bottom and just stays there, and never gets removed. Any idea?
Thanks.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T22:59:42+00:00Added an answer on May 25, 2026 at 10:59 pm

    Try changing from CCCallFunc to CCCallFuncN. The ‘N’ stands for Node, and will pass the Node that is performing the action to the selector.

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