For a small game I am making, I am trying to move and rotate my sprite at the same time.
Before I started using the RC of 0.8 I had no problems with this, but now I have a problem:
I have a scheduler running 60 times a second. The scheduler calls an update function on my object (where one of it's properties is a sprite), which calculates at which position the sprite should be (based on previous position, speed, angle, etc). It then changes the position and rotation of the sprite based on the outcome of the calculations.
No problem there. The calculations are all correct and the sprite is moved in the right way. Only the rotation is not done until I stop the sprite from moving (stop calling the calculations on the object). After I stop the object, the sprite then rotates to it's right angle.
Before the 0.8rc I could do something like this:
[self.sprite runAction:[RotateTo actionWithDuration:0.0 angle:CC_RADIANS_TO_DEGREES(-self.angle)]];
But when I do this now, with the latest release, when I set the rotation to 0.0, the sprite dissapears! I have to set it to a value near 0.1 to actually make my sprite stay visible. (self.angle = a double containing a radian value).
The position given to my sprite and also the angle are correct according to my calculations.