I've a player of Sprite * type in cocos2dx V3, I want it to run different animation on different time interval, I could not find method to pause and then resume a specific animation(Action). Although I can Pause and Resume all actions of Sprite Simultaneously using _player->pauseSchedulerAndActions().I'm using "CCRepeatForever
" actions on sprite, so, I must have to pause one to resume other.Please help to Pause an action by tag or by any other method.
Thanks In Advance.
Oops
I made the assumption that this was Objective-C but @Droppy has informed me that it is not.
I didn't realise cocos2d-x
was different. However, because this is a fairly high level framework the concept behind what I've done in the answer will still work. I'll keep the answer here for now.
The answer
It's been a while since I've done any Cocos2D stuff but I can give you the idea.
Instead of creating an action and repeating it forever you should have a method something like this...
- (void)twirlAround
{
// only create and perform the actions if variable set to YES
if (self.twirling) {
// this will do your action once.
CCAction *twirlAction = // create your twirl action (or whatever it is)
// this will run this function again
CCAction *repeatAction = [CCActionCallBlock actionWithBlock:^{
[self twirlAround];
}];
// put the action and method call in sequence.
CCActionSequence *sequence = [CCActionSequence actions:@[twirlAction, repeatAction]];
[self runAction:sequence];
}
}
This will run repeatedly as long as the twirling
property is set to YES
.
So, somewhere else in your code (probably where you are currently adding your repeating action) you can do this...
self.twirling = YES;
[self twirlAround];
This will start the repeated twirling.
To stop it you can then do...
self.twirling = NO;
This will stop the twirling.
Alternative method
- (void)twirlAround
{
// this will do your action once.
CCAction *twirlAction = // create your twirl action (or whatever it is)
// this will run this function again
CCAction *repeatAction = [CCActionCallBlock actionWithBlock:^{
if (self.twirling) {
[self twirlAround];
}
}];
// put the action and method call in sequence.
CCActionSequence *sequence = [CCActionSequence actions:@[twirlAction, repeatAction]];
[self runAction:sequence];
}