via: http://www.cocos2d-iphone.org/wiki/doku.php/tips:using_accelerometer_for_sprite_movement init{ self. isAccelerometerEnabled = YES ; [ [ UIAccelerometer sharedAccelerometer ] setUpdateInterval : 1 / 60 ] ; } #define kHeroMovementAction 1 #define kPlayerSpeed 100 - ( void ) accelerometer : ( UIAccelerometer * ) accelerometer didAccelerate : ( UIAcceleration * ) acceleration { // use the running scene to grab the appropriate game layer by it's tag GameLayer * layer = ( GameLayer * ) [ [ [ CCDirector sharedDirector ] runningScene ] getChildByTag : kTagGameLayer ] ; // grab the player sprite from that layer using it's tag CCSprite * playerSprite = ( CCSprite * ) [ layer getChildByTag : kTagSpritePlayer ] ; float destX , destY ; BOOL shouldMove = NO ; float currentX = playerSprite. position . x ; float currentY = playerSprite. position . y ; if ( acceleration. x > 0.25 ) { // tilting the device...