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Home/ Questions/Q 6139753
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T18:01:53+00:00 2026-05-23T18:01:53+00:00

I have created an animation like [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @Actor.plist]; spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@Actor.pvr.ccz];

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I have created an animation like

        [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
     @"Actor.plist"];
    spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"];
    [self addChild:spriteSheet];
    NSMutableArray *walkAnimFrames = [NSMutableArray array];
    for(int i = 1; i <= 8; ++i) {
        [walkAnimFrames addObject:
         [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
          [NSString stringWithFormat:@"clip000%d.png", i]]];
    }
    CCAnimation *walkAnim = [CCAnimation 
                             animationWithFrames:walkAnimFrames delay:0.07f];
    playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)];

    walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
    [actor runAction:[CCSpawn actions:walkAction, nil]];

I want to pause this animation on particular frame and particular trigger. and then again resume animation after particular trigger.

I tried using stopAction and then again runAction. But it stops working after some iteration. and i need to crate animation and action again in order to run that animation again.

I tried using pauseSchedulerAndAction and resumeSchedulerandAction but then game get paused and if i try to trigger pause again without resuming game crashes.

is there anything that will pause the animation on particular frame and resum again from same frame.

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  1. Editorial Team
    Editorial Team
    2026-05-23T18:01:53+00:00Added an answer on May 23, 2026 at 6:01 pm

    I solved my problem by creating a animation with 1 frame

    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
     @"Actor.plist"];
    spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"];
    [self addChild:spriteSheet];
    NSMutableArray *walkAnimFrames = [NSMutableArray array];
    for(int i = 1; i <2; ++i) {
        [walkAnimFrames addObject:
         [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
          [NSString stringWithFormat:@"clip000%d.png", i]]];
    }
    CCAnimation *walkAnim = [CCAnimation 
                             animationWithFrames:walkAnimFrames delay:0.07f];
    playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)];
    
    walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
    [actor runAction:[CCSpawn actions:walkAction, nil]];
    

    i used the above code where i want to pause my animation action. and added following code when i want to resume the animation action.

    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
         @"Actor.plist"];
        spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"];
        [self addChild:spriteSheet];
        NSMutableArray *walkAnimFrames = [NSMutableArray array];
        for(int i = 1; i <= 8; ++i) {
            [walkAnimFrames addObject:
             [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
              [NSString stringWithFormat:@"clip000%d.png", i]]];
        }
        CCAnimation *walkAnim = [CCAnimation 
                                 animationWithFrames:walkAnimFrames delay:0.07f];
        playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)];
    
        walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
        [actor runAction:[CCSpawn actions:walkAction, nil]];
    
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