I’ve noticed occasional crashes from writing code such as this:
CCFiniteTimeAction *seq = CCSequence::actions(
The idea here is that a label would float up and fade out and then be removed. The problem lies in that if the object is deleted before the sequence is through, the CCCallFuncN will cause a crash.
What is the proper way to run an animation sequence and have the node be removed from the stage upon completion? Or even just a safer way to say call this function IF the object still exists?