Do [sprite stopActionByTag: kTag]; working differently for different CCActions ?
- by srikanth rongali
//prog 1
-(void)gameLogic:(ccTime)dt
{
id actionMove = [CCMoveTo actionWithDuration:1.0 position:ccp(windowSize.width/2-400, actualY)];
[actionMove setTag:6];
[self schedule:@selector(update:)];
[hitBullet runAction:actionMove];
}
-(void)update:(ccTime)dt
{
if ( (CGRectIntersectsRect(hitRect, playerRect)) )
{
[[[self getActionByTag:6] retain] autorelease];
[hitBullet stopActionByTag: 6];
}
}
//prog 2
-(void)gameLogic:(ccTime)dt
{
id actionMove = [CCMoveTo actionWithDuration:1.0 position:ccp(windowSize.width/2-400, actualY)];
id hitBulletAction = [CCSequence actionWithDuration:(intervalforEnemyshoot)];
id hitBulletSeq = [CCSequence actions: hitBulletAction, actionMove, nil];
[hitBulletSeq setTag:5];
[self schedule:@selector(update:)];
[hitBullet runAction:hitBulletSeq];
}
-(void)update:(ccTime)dt
{
if ( (CGRectIntersectsRect(hitRect, playerRect)) )
{
[[[self getActionByTag:5] retain] autorelease];
[hitBullet stopActionByTag: 5];
}
}
While prog1 is working prog2 is not working ? I think the both are same. But why the two stopActions are working differently in two prog1 and prog2 ? I mean the actions are stopped in prog1 but the actions are not stopping in prog2 ?
thank You.