Running an action over several scenes

Yep, I have a sequence in mind, and have a sound ready

so open the cpp for the notification animation and use this?

I think better to do this in another place where you will create second scene.

you can make a scene within a scene?

Sure, this Scene* scene2 = Scene::create(); creates a cocos scene object.
You can attach your sprites, labels ā€¦ to it and then show the scene by Director::getInstance()->replaceScene(scene2);

Easy-peasy. Is not it?

I see, so once this is set up, and the sprite is defined in the header(I define it inside the header of the scene I do it in right?), I do curly brackets under the second scene and do all the code for the notification?

its a little bit of work to learn but once you can do one you can do as many as you like :smiley:

Did not get you, what do you mean by

WHERE do i define the sprite names?

and once the scene code is written, where do i write it? Below the code within curly brackets?

Yes, in header is good option.

What do you mean, please show code

the code you posted

	Scene* scene2 = Scene::create();
	topmostNode->retain();
	topmostNode->removeFromParentAndCleanup(false);
	// here attach to scene2 your game node
	scene2->addChild(topmostNode);
	topmostNode->release();
	Director::getInstance()->replaceScene(scene2);


can you represent the sprite declaration with ā€˜SSSā€™

and the location of the sequence with ā€˜LLLā€™

it also says ā€˜topmostNode is undefinedā€™

topmostNode use instead node of your notif

topmostNode use instead node of your notif

I do not understand sorry

I also donā€™t understand your questions :smile:

hmm, would you like to alter my code? I can post the entire header and cpp

and use ā€˜//ā€™ commenting to say sprite names

how many files?

one visual studio solution, we can do emails