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Home/ Questions/Q 7534709
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T06:05:53+00:00 2026-05-30T06:05:53+00:00

I have a simple CCRotateBy action in a sequence; it is followed by a

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I have a simple CCRotateBy action in a sequence; it is followed by a call to another method which confirms that the CCRotateBy completed (otherwise, that CCCallFunc would not get called in the sequence if CCRotateBy didn’t complete):

-(void)correctRotation{
    if (self.rotationAmount){
    CCLOG(@"correcting rotation inside: %i",self.buildNum);
    CCRotateBy*second=[CCRotateBy actionWithDuration:1 angle:-self.rotationAmount];
    CCEaseBackInOut*bounce2=[CCEaseBackInOut actionWithAction:second];
    CCCallFunc*func=[CCCallFunc actionWithTarget:self selector:@selector(stabilize)];
    CCSequence*seq=[CCSequence actions:bounce2,func, nil];
    [self runAction:seq];
    }
}

-(void)stabilize{
        CCLOG(@"stabilize before rotation: %i for %i",self.rotationAmount,self.buildNum);
    self.rotationAmount=0;
        CCLOG(@"stabilize after rotation: %i for %i",self.rotationAmount,self.buildNum);    
}

The CCLog statements are confirming that the rotation should be happening, and that the angle of the rotation is not nil (it is always an integer). These logs also show that the CCSequence is completing. However, the sprite is not rotating on the screen. I’ve been pouring over this code for hours trying to figure out what could be going wrong. If the sprite’s actions were being stopped, then these 3 log statements would not complete, right?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-30T06:05:55+00:00Added an answer on May 30, 2026 at 6:05 am

    As @tassinari says try removing the bounce function.

    This is from the cocos2d api reference

    http://www.cocos2d-iphone.org/api-ref/1.1.0/interface_c_c_ease_back_in_out.html

    Warning:
    This action doesn't use a bijective function. Actions like Sequence might have an
    unexpected result when used with this action.
    
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