The delayperunit property in my code below keeps the sprite on screen for 2.5 seconds before it changes. What I actually want to do is display the sprite for 0.5 seconds so that there is 2.0 second break (no animation displayed) before the next one appears for another 0.5 seconds and so on. How can I achieve this?
// Create the intro image
CGSize screenSize = [CCDirector sharedDirector].winSize;
CCSprite *introImage = [CCSprite spriteWithFile:@"intro1.png"];
[introImage setPosition:ccp(screenSize.width/2, screenSize.height/2)];
[self addChild:introImage];
// Create the intro animation, and load it from intro1 to intro7.png
CCAnimation *introAnimation = [CCAnimation animation];
[introAnimation delayPerUnit:2.5f];
for (int frameNumber=0; frameNumber < 8; frameNumber++) {
CCLOG(@"Adding image intro%d.png to the introAnimation.",frameNumber);
[introAnimation addSpriteFrameWithFilename:
[NSString stringWithFormat:@"intro%d.png",frameNumber]];
}