cocos2d-x animation play in loop

cocos2d-x

Solution

you don't need to use ccspawn for this.. nor ccsequence just run both actions separately on the object.

CCSprite *newSprite=CCSprite::create("imageName");

CCAnimation *animation=CCAnimation::create();

//..some code to add frames to this animation object..

//to repeat for indefinite time you could setLoops to -1 or use CCRepeatForever class    //like this..
//1:

animation->setLoops(-1);
newSprite->runAction(CCAnimate:create(animation));

//or..

//2:

newSprite->runAction(CCRepeatForever:create(CCAnimate:create(animation)));

//now to translate this sprite simultaneously use this.

newSprite->runAction(CCMoveTo::create(3.0,point_a));

Problem

A animation move from point a to b, in the movement, the animation need to be play in loop. For example, a bullet move to a point and this bullet is a animation which should be played in loop. ``` CCSequence::create( CCSpawn::createWithTwoActions( CCTargetedAction::create(sprite, CCMoveTo::create(3.0f, point_a)), CCTargetedAction::create(sprite, CCRepeatForever::create(CCAnimate::create(animation))) ),0); ``` But CCRepeatForever can not be a member of action sequence. So how to do it? I use sequence because there are others actions be queued (omitted above)

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