public void createParticlesAsync() { isLoading = true; var label = new CCLabelTtf("Loading...", "MarkerFelt", 22); label.Position = _screenSize.Center; label.Position = new CCPoint(_screenSize.Center.X, _screenSize.Height * 0.75f); label.Visible = false; label.Name = "Loading"; AddChild(label, 10); var scale = new CCScaleBy(0.3f, 2); label.RunActions(new CCDelayTime(1.0f), new CCShow()); label.RepeatForever(scale, scale.Reverse()); CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("jet.plist", (jetConfig) => { _jet = new CCParticleSystemQuad(jetConfig); _jet.SourcePosition = new CCPoint(-_rocket._radius * 0.8f, 0); _jet.Angle = 180; _jet.StopSystem(); AddChild(_jet, kBackground); loadedParticleSystems++; updateLoading(); }); CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("boom.plist", (boomConfig) => { _boom = new CCParticleSystemQuad(boomConfig); _boom.StopSystem(); AddChild(_boom, kForeground); loadedParticleSystems++; updateLoading(); }); CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("comet.plist", (cometConfig) => { _comet = new CCParticleSystemQuad(cometConfig); _comet.StopSystem(); _comet.Position = new CCPoint(0, _screenSize.Height * 0.6f); _comet.Visible = false; AddChild(_comet, kForeground); loadedParticleSystems++; updateLoading(); }); CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("star.plist", (starConfig) => { _star = new CCParticleSystemQuad(starConfig); _star.StopSystem(); _star.Visible = false; AddChild(_star, kBackground, kSpriteStar); loadedParticleSystems++; updateLoading(); }); CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("plink.plist", (plinkConfig) => { _pickup = new CCParticleSystemQuad(plinkConfig); _pickup.StopSystem(); AddChild(_pickup, kMiddleground); loadedParticleSystems++; updateLoading(); }); CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("warp.plist", (warpConfig) => { _warp = new CCParticleSystemQuad(warpConfig); _warp.Position = _rocket.Position; AddChild(_warp, kBackground); loadedParticleSystems++; updateLoading(); }); }