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!