I am using Cocos2d engine and I've faced a strange problem.
I have a sprite. Also, I have 2 animations for that sprite. And I want to play one animation when app loads and second, after ccTouchevent is called.
walkAnim = [CCAnimation animation];
dropAnim = [CCAnimation animation];
for( int q=1;q<12;q++){
[walkAnim addFrameWithFilename: [NSString stringWithFormat:@"walkforward_%.2d.png", q]];
[dropAnim addFrameWithFilename: [NSString stringWithFormat:@"drop_%.2d.png", q]];
}
action = [CCAnimate actionWithAnimation:walkAnim];
action.duration = 2;
id act = [CCRepeatForever actionWithAction:action];
[sprite runAction:act];
So, here we see an animating sprite.
[sprite stopAllActions]; //and here my torture begins
I have tried many ways of creating an action:
I've tried to add another AnimateAction, tried to replace the current animation, but everything results in a crash.
[action setAnimation:dropAnim];
and
CCAnimate* animat = [[CCAnimate alloc]initWithDuration:30 animation:dropAnim restoreOriginalFrame:YES];
and
id action = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:dropAnim]];
[player1 runAction:action];
The crash is in [CCAnimate actionWithAnimation:]
+(id) actionWithAnimation: (CCAnimation*)anim
{
return [[[self alloc] initWithAnimation:anim restoreOriginalFrame:YES] autorelease];
}
Thanks!
To launch an action from another method, you have to retain the action
Eg: [action retain];
To launch an action from another method, you have to retain the action
Eg: [action retain]; and then do not forget to release it
-(void)create{
for( int q=1;q<12;q++){
[playerWalkAnim addFrameWithFilename: [NSString stringWithFormat:@"walkforward_%.2d.png", q]];
}
playerAction = [CCAnimate actionWithAnimation:playerWalkAnim];
playerAction.duration = 2;
[playerAction retain];
}
-(void)launch{
[player1 runAction:playerAction];
}