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Home/ Questions/Q 7165295
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T14:12:58+00:00 2026-05-28T14:12:58+00:00

I want a sprite that blinks so that it displays frame 1 for say

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I want a sprite that “blinks” so that it displays frame 1 for say 2 seconds and then displays frame 2 for 0.1 second and then displays frame 1 for 2 seconds again and repeats for ever. Now I can code this with CCDelayTime and build this logic my self, but it would be so nice if I could get CCAnimation to handle this or if there was a cleaner way.

Is there a way to create a CCAnimation with different delays between frames, or what is the best/easy way to archive my goal?

Thank you

Søren

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-28T14:12:59+00:00Added an answer on May 28, 2026 at 2:12 pm

    CCAnimation doesn’t support this out of the box. Since we’re talking about just two frames I’d find it easier to just animate it straight in code, something like this (pseudo code):

    -(void) updateAnimation:(ccTime)delta
    {
      [self unschedule:_cmd];
    
      if (first frame showing)
      { 
         [sprite setDisplayFrame:second frame];
         [self schedule:_cmd interval:2.0f];
      }
      else
      {
         [sprite setDisplayFrame:first frame];
         [self schedule:_cmd interval:0.1f];
      }
    }
    

    This has the added benefit of not creating and releasing actions all the time.

    You could also try using a CCAnimate action and keep changing its delay property whenever a frame changed. But I’m not sure if that’ll work correctly.

    Lastly you could subclass CCAnimate to add an array of delays, one per frame, and customize the update method so that it’ll take the delay from the delays array rather than using a fixed delay.

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