Jeah i have tried Not using RestoreOriginal and i think also Repeating it, ill try the Repeating once more, but that wont help describing the Problem, does it.?
I hate Auto completion, does Not work with 2 languages at once…
If I restart and do it again, the numbers are NOT the same. Its random.
As Info:
I did try using a plist to load those images, no difference.
I tried storing them in an array first then loading the animation with it, no difference.
I did try loading the animation storing it in the animationCache and then loading from there, no difference.
i tried using a sequence of small 1 Image changing actions in a row, no difference.
My opinion:
It may be my Layer/Node composition, => CocosBuilder.
In the example Code of cocos2dx they use an extra layer for Animations.
I’ll try that.
But don’t stop trying to help me. I really don’t think it’ll be so easy to solve that.
For everyone, I don’t now exactly if its CocosBuilder. But I do not have any other layer in my game by now.
If you make animations in Cocosbuilder, you set up a timeline and the length of this timeline.
If the timeline is over, it resets the animations and restarts them.
IF you now add animations to this Layer (from Code) this animations will be stopped at the end.
Solution:
It’s easy. just add a Layer to the CCNode on which you want the Animations.
Add your CCSprites (which will be animated by code) to this layer.
Animate them.
I did all this by code, it’s short.
You can add everything as CCSprite in CososBuilder and set them to not visible.
Because you will maybe need some indication points.
mNode is my biggest CCNode which I use to scale my complete Game without scaling the scene. mMann is the CCSprite in CocosBuilder which tells me the position of the Mann.
animLayer is my new Layer in cocos2dx. mMann1 is my animated character in cocos2dx.