Well I figured out *a* way to do this, but it seems wrong. If I have a sprite called "optimus" I can do this:
keepmovingleft = Repeat(MoveBy(-1, 0), 1)) optimus.do(keepmovingleft) ...which will make him move left forever. Then I can stop him on key release with this: optimus.stop() ...but that makes him stop doing *all* his actions, not just the one in question. So if he was also rotating, he would stop that too. This is not what I want. So I also tried to do something like this: optimus.do(keepmovingleft) optimus.remove_action(keepmovingleft) ...but I can't get that to work the way I thought it would. I think I know why, but I'm not sure what else to do. From the cocosnode code I can see that optimus.do(keepmovingleft) adds an action to his actions list by making a deep copy of keepmovingleft. Then remove_action (keepmovingleft) tries to compare keepmovingleft against the deep copy, but that fails. keepmovingleft != copykeepmovingleft. So, what should I do here? Is there a way to remove just the action I want to remove? Am I barking up the wrong tree entirely here? I'm sure I'm not the first person to try to do this, but I can't figure out what the right way to do it is from the samples and docs. Thanks! David On Apr 9, 4:50 pm, David <[email protected]> wrote: > Hi everybody, > > In an action game you may have a sprite that will move around the > screen while I'm holding the arrow keys and stop when I release them? > Are actions appropriate for this? I get the sense that they are not > the right solution here. > > Thanks in advance for the help, > > David --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
