Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9001847
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 16, 20262026-06-16T00:29:27+00:00 2026-06-16T00:29:27+00:00

I’m making a top down tile based game (think old Pokemon and Zelda games

  • 0

I’m making a top down tile based game (think old Pokemon and Zelda games on GameBoy). I’m having problems with the character moving smoothly. I think the problem is the delay between finishing an action and starting a new one.

Here’s what the code looks like:

-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{
CGPoint touchCoor = [self coordinateForTouch:touch];

// If the character was touched, open their dialogue
if (CGPointEqualToPoint(touchCoor, ebplayer.coordinate)) {
    [[CCDirector sharedDirector] replaceScene:
     [CCTransitionMoveInR transitionWithDuration:1.0 scene:[HelloWorldLayer scene]]];
}
else // otherwise, move the character
{
    activeTouch = [self directionForPoint:[touch locationInView:[touch view]]];
    [self movePlayer:nil inDirection:activeTouch];
}

return YES;

}

// given in screen dimension points
// is the base movement function for all movements
– (void)movePlayer:(NSString*)pid toPosition:(CGPoint)position{
CGPoint playerCoordinate = [self coordinateForPositionPoint:position];

// if we're not already moving, and we can move, then move
if(!isAnimating && [self coordinateIsOnMap:playerCoordinate] && [self isPassable:playerCoordinate]){
    id doneAction = [CCCallFuncN actionWithTarget:self selector:@selector(finishedAnimating)];
    id moveAction = [CCMoveTo actionWithDuration:WALK_DURATION position:position];
    id animAction = [CCAnimate actionWithAnimation: [ebplayer animateDirection:activeTouch withDuration:WALK_DURATION]];
    id walkAndMove = [CCSpawn actionOne:moveAction two:animAction];
    id action = [CCSequence actions: walkAndMove, doneAction, nil];
    isAnimating = YES;
    [player runAction:action];

    ebplayer.coordinate = playerCoordinate;
    [self setViewpointCenter:position Animated:YES];
}

// if it's not passable, just run the animation
if(!isAnimating){
    id doneAction = [CCCallFuncN actionWithTarget:self selector:@selector(finishedAnimating)];
    id animAction = [CCAnimate actionWithAnimation: [ebplayer animateDirection:activeTouch withDuration:WALK_DURATION]];
    id action = [CCSequence actions: animAction, doneAction, nil];
    isAnimating = YES;
    [player runAction: action];
}

}

Then when that action is finished, try and start it up again:

  • (void)finishedAnimating{
    isAnimating = NO;
    [self movePlayer:nil inDirection:activeTouch];
    }
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-16T00:29:28+00:00Added an answer on June 16, 2026 at 12:29 am

    You will always end up with a 1-frame delay when sequencing multiple CCMove* actions.

    What happens is the following:

    • frame 0-100: move action runs, sprite is moving
    • frame 101: move action ended, CCCallFunc runs
    • frame 102: new move action begins

    This one-frame delay is one of the main problems of sequencing move actions, and the reason why I wouldn’t recommend using move actions for gameplay purposes.

    The alternative is to move objects manually in a scheduled update method by modifying their position. You can use the CCMove* action code as basis.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

link Im having trouble converting the html entites into html characters, (&# 8217;) i
Configuring TinyMCE to allow for tags, based on a customer requirement. My config is
I have a small JavaScript validation script that validates inputs based on Regex. I
We're building an app, our first using Rails 3, and we're having to build
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I've tracked down a weird MySQL problem to the two different ways I was
I'm trying to convert HTML to plain text. I get many &\#8217; &\#8220; etc.
I'm having trouble keeping the paragraph square between the quote marks. In firefox the
I'm making a simple page using Google Maps API 3. My first. One marker
Let's say I'm outputting a post title and in our database, it's Hello Y’all

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.