Problem with moveTo

Good morning.

I have created a function that calculate circle values.

// Circle point updateCircle()
// x = number of iteration · SamplingPeriod ||||
// y = A · sine
int iterations = this
>getNumberOfIterations();
CCPoint centerPoint = this~~>getCenter;
float x = centerPoint.x + this~~>getAmplitude() * cos( 2 * M_PI * iterations * this~~>getSamplingPeriod * this~~>getFrequency() );
float y = centerPoint.y + this~~>getAmplitude * sin * this~~>getFrequency() );

*newPoint = ccp;
// Create Array Actions
CCArray myActionsArray = new CCArray;
// Set action move
CCAction
actionMove1 = CCMoveTo::create, newPoint); // Move to next point
CCAction actionMove2 = CCCallFuncN::create); // call again this function
// Insert Objects
myActionsArray~~>insertObject;
myActionsArray~~>insertObject;
// Create Sequence
CCAction
action = CCSequence::create;
// Set Tags
action~~>setTag;
// Run
this~~>runAction;
// Set new call to put new point in SamplingFrequency ms
iterations += 1;
static const int maxIterationCycle = 1 / * this~~>getFrequency);
if
{
iterations = 1;
}
this~~>setNumberOfIterations;
CCLog;
Alternativally, i have tried:

// Set action move
CCAction actionMove1 = CCCallFuncN::create);
CCAction
actionMove2 = CCDelayTime::create);
CCAction actionMove3 = CCCallFuncN::create);
And
// Set action move
CCAction
actionMove1 = CCMoveTo::create,*newPoint);
CCAction actionMove2 = CCDelayTime::create);
CCAction
actionMove3 = CCCallFuncN::create(this, callfuncN_selector(GameObject::updateCircle));

The problem is, my game object move in a circle, but after 1000 iterations aprox, it dissapear, and appear again in a few seconds.
don’t know what is going on

  • The points are correctly calculated (i think)

Maybe moveto need more time to execute?
How could i calculate a math patron to move my sprites following it?