I wrote a function that does a bunch of calculations first and then moves several AtlasSprites with [mySprite runAction:action]. The problem I am having is that this function can be called just once or multiple times in a row depending on game situation.
The calculations are done correctly, but the movement of the sprites are freezing on the screen. It looks like that the problem is that [mySprite runAction:action] is called multiple times, but too fast.
What happens to a sprite when you call runAction during an action? It looks like it won't automatically sequence the new action after the current one is done? It will just stop all actions.
I can't use [Sequence actions:] in this situation. Is there anyway to determine when all actions are done and then run the function.