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Home/ Questions/Q 6891137
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T06:22:18+00:00 2026-05-27T06:22:18+00:00

In my game, my main character is a CCSprite. That CCSprite is controller by

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In my game, my main character is a CCSprite. That CCSprite is controller by the UIAccelerometer, I enabled the accelerometer method by doing self.isAccelerometerEnabled = YES; And then setting the updateInterval to: 1/30.

The problem is not my acceleration values not being actual good values but it has to do with my CCSprite not getting redrawn fast enough. So pretty much if my CCSprite moves many pixels per .1 second, the sprite starts to flicker and then the faster it gets the more it flickers.

I declared my acceleration values in my .h and set them in the Accelerometer delegate method then I set the position of the CCSprite in my game loop.

Any ideas why this might be happening?

Thanks!

Edit: Accelerometer code:

float accelX = (acceleration.x - [[NSUserDefaults standardUserDefaults] floatForKey:@"X-Calibrate"]);
rollingX = (accelX * kFilteringFactor) + (rollingX * (1.0 - kFilteringFactor));
AccelPoint.x += (rollingX*50);
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  1. Editorial Team
    Editorial Team
    2026-05-27T06:22:18+00:00Added an answer on May 27, 2026 at 6:22 am

    Flickering sprite indicates a bug somewhere else. Unless you mean that the sprite has some “jittery” motion to it. If you haven’t already, you should add accelerometer filtering to smooth the accelerometer input values.

    Btw, Kobold2D has the most commonly used accelerometer filtering (high and low pass) already built-in.

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