Thanks. I'll use ColorLayer. As a workaround before I read this I am doing a fadeout on 5 sprites then moving the sprites, then doing a setopacity on all. I'm seeing a very strange result. Of 5 sprites all getting setopacity called a seemingly random # of them every time I run it never show up again after setopacity:255
here is the code, seems simple enough:
[as runAction: [Sequence actions: [FadeIn actionWithDuration:0.5], [CallFuncND actionWithTarget:self selector:@selector(DoorDoneOpen:data:) data:as], nil]];
//Fade Klunk
[k.asHead runAction:[FadeOut actionWithDuration:0.5]];
[k.asArm runAction:[FadeOut actionWithDuration:0.5]];
[k.asBody runAction:[FadeOut actionWithDuration:0.5]];
[k.asFFoot runAction:[FadeOut actionWithDuration:0.5]];
[k.asBFoot runAction:[FadeOut actionWithDuration:0.5]];
Then the callback func:
//Fade Klunk Back In
[klunkTouched.asHead setOpacity:255];
[klunkTouched.asArm setOpacity:255];
[klunkTouched.asBody setOpacity:255];
[klunkTouched.asFFoot setOpacity:255];
[klunkTouched.asBFoot setOpacity:255];