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Sep 26th, 2017
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  1.       if (m_pParticle)
  2.       {
  3.          if ( isBottomScreen )
  4.          {
  5.             the.Screens->getBottomScreen()->remove(m_pParticle);
  6.             the.Screens->getTopScreen()->remove(m_pParticle);
  7.             the.Screens->getBottomScreen()->add( m_pParticle );
  8.          }
  9.          else
  10.          {
  11.             the.Screens->getTopScreen()->remove( m_pParticle );
  12.             the.Screens->getBottomScreen()->remove(m_pParticle);
  13.             the.Screens->getTopScreen()->add( m_pParticle );
  14.          }
  15.          m_pParticle->getPS().clearParticles();
  16.          m_pParticle->getPS().clearActions();
  17.          m_pParticle->getPS().setActive(true);
  18.       }
  19.       else
  20.       {
  21.          // create ParticleObject
  22.          // set AUTO_REMOVE as false, so the ParticleObject can be used in multiple steps
  23.          // (call ParticleObject::setRemove() in destructor to remove explicitly)
  24.          // Is it better to set AUTO_CLEANUP true, and re-create ParticleObject when needed?
  25.          m_pParticle =  new ParticleObject(128, RendererRef(), /*ParticleObject::AUTO_CLEANUP*/0 /*| ParticleObject::AUTO_REMOVE*/, 0);
  26.  
  27.          m_pParticle->setCameraIndex( Screens::CAMERA2D );
  28.          m_pParticle->setPriority(PRIORITY_FOREGROUND);
  29.          if ( isBottomScreen )
  30.          {
  31.             the.Screens->getBottomScreen()->add( m_pParticle );
  32.          }
  33.          else
  34.          {
  35.             the.Screens->getTopScreen()->add( m_pParticle );
  36.          }
  37.       }
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