On button "press" I execute an animation as follows:
//create sprite
animatedSprite = [[CCSprite alloc] initWithFile:@"transparentPixel.png" rect:CGRectMake(0, 0, 218, 218)];
SET_POS(animatedSprite, 167, 51);
[self addChild:animatedSprite z:5000];
//animate sprite
[animatedSprite runAction:[CCAnimate actionWithAnimation:[[CCAnimationCache sharedAnimationCache] animationByName:@"skill1use"]]];
//run cleanup fnktion
[animatedSprite performSelector:@selector(removeFromParentAndCleanup:) withObject:[NSNumber numberWithBool:YES] afterDelay:3];
[animatedSprite release];
previously I loaded the frames with:
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:[CCDirector sharedDirector].contentScaleFactor>1?@"skill_01_ani@2x.plist":@"skill_01_ani.plist"];
[[CCAnimationCache sharedAnimationCache] addAnimation:[CCAnimation animationWithSpriteSequence:[CCDirector sharedDirector].contentScaleFactor>1?@"skill_01_ani%04d@2x.png":@"skill_01_ani%04d.png" numFrames:34 delay:1/24.0] name:@"skill1use"];
However, the animation runs much smoother after the first time, the first time it takes a while until it starts. Am I preloading the animation wrong? Is there a way to have the animation run smoothly the first time too?
UPDATE
If I set following in the preview it runs fast the first time:
CCSprite *animatedSprite = [[CCSprite alloc] initWithFile:@"transparentPixel.png" rect:CGRectMake(0, 0, 218, 218)];
[self addChild:animatedSprite z:5000];
[animatedSprite runAction:[CCAnimate actionWithAnimation:[[CCAnimationCache sharedAnimationCache] animationByName:@"skill1use"]]];
[animatedSprite performSelector:@selector(removeFromParentAndCleanup:) withObject:[NSNumber numberWithBool:YES] afterDelay:3];
[animatedSprite release];
Since it is the same as running the animation. However, this only works if I actually show the animation (with addChild and everything)