EDIT: And what the hell? I fixed it by moving the code in ccTouchMoved to draw and it works just fine now... Either way I'm still curious if anyone knows the answer to the original question.
I have this arrow sprite (about 30px wide, 500px high) that is supposed to scale vertically and rotate from a fixed point, following the finger (recalculated every time ccTouchMoved called), giving the effect of a moving arrow, showing the direction of movement... make sense?
Anyways, I've tried all of the possible things I can think of to scale the Y after setting the anchor point to (0.5, 0.0) :
[arrow setScaleY:scaleFactor]
arrow.scaleY = scaleFactor
[arrow runAction:scaleTheHeight] //scaleTheHeight is basically CCScaleTo scaleY:scaleFactor
None of which actually scale the arrow from the ccTouchMoved method.
Now, the scaleX works fine in that method, but not scaleY, however, in a different method, the arrow scales as intended. What I also noticed was that on a different sprite (the ball), the scaleY works just fine in the ccTouchMoved.... I'm just so confused on why it works with every sprite and location except for that one time I actually want to scale something...
Any questions regarding code snipets or pictures, feel free to ask. It's not a huge part of my game, but the way the mechanics are, the arrow is a huge visual benefit