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Home/ Questions/Q 8714693
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Editorial Team
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Editorial Team
Asked: June 13, 20262026-06-13T05:39:33+00:00 2026-06-13T05:39:33+00:00

I have an transformation sequence that works fine until I add in removeAllChildrenWithCleanup: at

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I have an transformation sequence that works fine until I add in removeAllChildrenWithCleanup: at the end of the sequence. What can I do to keep the transformation sequence and run removeAllChildrenWithCleanup: at the end?

Here’s a snippet of the code in question:

// Note: spriteSheet is a CCSpriteBatchNode
CCArray *oldSprites = [spriteSheet descendants];
for (int j=0; j < (int)[oldSprites count]; j++) {
    CCSprite *sprite = (CCSprite *)[oldSprites objectAtIndex:j];
    if (sprite != nil) {
        id actionMove = [CCMoveTo actionWithDuration:0.75
                                            position:ccp(0,0)];
        [sprite runAction:actionMove];
    }
}
[spriteSheet removeAllChildrenWithCleanup:YES];

Note: I’ve tried cleaning up the sprite by using a sequence of CCMoveTo then CCCallFuncND to clean up the sprite, but it doesn’t work either. I’m try to use removeAllChildrenWithCleanup:, because I know that removing a child from a CCSpriteBatchNode is very slow.

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  1. Editorial Team
    Editorial Team
    2026-06-13T05:39:35+00:00Added an answer on June 13, 2026 at 5:39 am

    Did you tried CCCallBlock? Something like this:

    id actionMove = [CCMoveTo actionWithDuration:0.75 position:ccp(0,0)];
    id actionDelay = [CCCallBlock actionWithBlock:^{[sprite removeFromParentAndCleanup:YES]; }];
    id sequence = [CCSequence actions:actionMove, actionDelay, nil];
    [sprite runAction:sequence];
    
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