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I hope someone knows how to do the following with cocos2d:

I want a sprite to move but not in a single line by using

[cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]];  

What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says?

http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation

Does animation in this page means moving sprites or what?

thanks

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The document you linked to describes approaches to animating sprites. This (usually) doesn't involve the movement of the sprite, but rather an image-sequence that is played in place. Eg. a walk-cycle animation (which will give the impression of a walking character if the sprite is additionally moved).

You're on the right track with your approach. Instead of running a single action, you should run a sequence of actions instead. This could be a movement upwards, followed by a CCBezierTo or CCBezierBy action, which allows movement along a Bezier curve.

Using the CCSequence allows for some pretty complex animations. You can even add special actions like CCCallFunc or similar to execute code at certain points in your sequence.

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  • \$\begingroup\$ Oh, so for example I can first do a move, then enter a function and depending on the sprite's position do one or another move right? Is that possible? \$\endgroup\$ – marcg11 Nov 24 '11 at 22:40
  • \$\begingroup\$ That's possible. You can run a sequence with: Move, CallFunction. And then in that function that is being called you could run another action or sequence. There are lots of possibilities with this system. \$\endgroup\$ – bummzack Nov 24 '11 at 22:48

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