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Home/ Questions/Q 7843609
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Editorial Team
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Editorial Team
Asked: June 2, 20262026-06-02T16:35:55+00:00 2026-06-02T16:35:55+00:00

so I’m creating a sprite every second but now I would like to replace

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so I’m creating a sprite every second but now I would like to replace this sprite by a spriteSheetAnimation. but when I run this code my app crashes :

- (void)spawnCat {
    CCSpriteBatchNode *spriteSheet2 = [CCSpriteBatchNode batchNodeWithFile:@"AnimBulle.png"];
    [self addChild:spriteSheet2];

    // Load up the frames of our animation
    NSMutableArray *walkAnimFrames = [NSMutableArray array];
    for(int i = 1; i <= 8; ++i) {
        [walkAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"AnimBulle%d.png", i]]];
    }
    CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames
                                                       delay:0.1f];
    [target runAction:_walkAction];
    target.tag = 1;
    [_targets addObject:target];

    [self addBoxBodyForSprite:target];
    [spriteSheet2 addChild:target z:0 tag:1];
    id actionMove = [CCMoveTo actionWithDuration:actualDuration 
                                        position:ccp(240, 160)];
    id actionMoveDone = [CCCallFuncN actionWithTarget:self 
                                             selector:@selector(spriteDone:)];
[target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
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  1. Editorial Team
    Editorial Team
    2026-06-02T16:35:56+00:00Added an answer on June 2, 2026 at 4:35 pm

    EDIT:
    From the kind of error you get (not enough stack traces), you have an inifinite recursion (i.e., a method that ends up calling itself, either directly or indirectly). The code in spawnCat does not seem to entail such an infinite recursion, so the problem must be somewhere else.

    How do you call spawnCat? could you put some NSLog traces in the methods that are executed to create the animation, so that you see if someone keeps calling itself?

    ORIGINAL ANSWER:
    Are you sure this is what you meant?

    CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.1f];
    [target runAction:_walkAction];
    

    I can’t see _walkAction initialization, but I would expect you do that after creating the animation by doing something like:

    CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.1f];
    _walkAction = [CCAnimate actionWithAnimation:walkAnim];
    [target runAction:_walkAction];
    
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