I have some questions regarding the isRunning and particleCount properties of CCParticleSystemQuad.
I'm currently managing reuse of particle systems, thus I need a boolean check for if the system is currently running.
The two properties that I thought of trying are the ones I have a problem with
My code snips
    // getParticleSystemForFile
    if( !psq.isRunning ) { // tried replacing this with psq.particleCount
        [psq resetSystem];
        return psq;
    }
and
    //
    CCParticleSystemQuad *effect = [[GameObjSingleton get] getParticleSystemForFile:@"healEffect.plist"];
    if ( effect.parent ) {
        [effect.parent removeChild:effect cleanup:NO];
    }
The current behaviour is something like this:
isRunning - always returning 1
particleCount - always returning 0
So when I use particleCount, no new effects are created. When I use isRunning, new particle systems are always created
 
                        
You want to check the
activeproperty.isRunningis a property of CCNode which tells you whether the node is paused or not in the scene graph.