COCOS2D - Animation Stops During Move

Posted by maiko on Stack Overflow See other posts from Stack Overflow or by maiko
Published on 2010-05-30T01:17:28Z Indexed on 2010/05/30 1:22 UTC
Read the original article Hit count: 295

Filed under:
|
|

Hey guys!

I am trying to run a "Walk" style animation on my main game sprite. The animations work fine, and my sprite is hooked up to my joystick all fine and dandy.

However, I think where I setup the call for my walk animations are wrong. Because everytime the sprite is moving, the animation stops.

I know putting the animation in such a weak if statement is probably bad, but please tell me how I could get my sprite to animate properly while it is being moved by the joystick.

The sprite faces the right direction, so I can tell the action's first frame is being called, however, it doesn't animate until I stop touching my joystick.

Here is How I call the action:

//WALK LEFT

if (joypadCap.position.x <= 69 /*&& joypadCap.position.y < && joypadCap.position.y > >40 */ )
{

  [tjSprite runAction:walkLeft];  

};

//WALK RIGHT

if ( joypadCap.position.x >= 71 /* && joypadCap.position.y < 100 && >joypadCap.position.y > 40 */) {

  [tjSprite runAction:walkRight];

};

THIS: is the how the joystick controls the character:

CGPoint newLocation = ccp(tjSprite.position.x - distance/8 * cosf(touchAngle),
tjSprite.position.y - distance/8 * sinf(touchAngle));
tjSprite.position = newLocation;

Please help. Any alternative ways to call the characters walk animation would be greatly appreciated!

© Stack Overflow or respective owner

Related posts about iphone

Related posts about animation