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)