Hi, saw the API documentation and tried searching for examples, but I don’t see what I’m doing wrong.
What I want to do is: after the animations that are run toghether in a Spawn I want another animation to fire on another node. Is there a better (/working) way to do this?
var actRotar = cc.RotateTo.create(2, 0);
actRotar = cc.EaseElasticOut.create(actRotar,0.4);
var actEscalar = cc.ScaleTo.create(2, 1, 1);
actEscalar = cc.EaseElasticOut.create(actEscalar, 0.4);
var actEsfumar = cc.FadeOut.create(1.5);
var actAparecer = cc.FadeIn.create(1.5);
I’ve also tried the following with no luck: (althought in this case it tells me “helloLabel is not defined”, adding “this.” doesn’t help either as I guess I’m in another scope in there..)
I’m currently getting a “this.getActionManager is not a function” error on line 3119 of “cocos2d/base_nodes/CCNode.js”. I’m guessing I have a really dumb error going on here.