title: Coco2d animation delay for first time
body: <p>In coco2d - When i have animate the first time there is a small delay,but animate in second time,it will works perfect(no delay),How to overcome this problem</p>
  
  <p>my code is below </p>
  
  <p>-(void)animateImages:(NSString <em>)animationName startImageName:(NSString</em>)sImage  individualImageName:(NSString *)imgName withDelay:(CGFloat)delay startFrame:(NSInteger)sFrame endFrame:(NSInteger)eFrame 
  {
      isAnimating=YES;</p>
  
  <pre><code>[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:[NSString stringWithFormat:@"%@.plist",animationName]];        
  
  CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:[NSString stringWithFormat:@"%@.png",animationName]];
  
  [self addChild:spriteSheet z:0];
  
  // Load up the frames of our animation
  NSMutableArray *walkAnimFrames = [NSMutableArray array];
  for(int i = sFrame; i &lt;= eFrame; i=i+2) {
      [walkAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"%@ %d.jpg",imgName,i]]];//@"stand march %d.jpg"
  }
  
  
  NSLog(@"After NSMutableArray");
  
  
  CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:delay];
  
  CCAction *standByAtion =[CCSequence actions:                          
                           [CCRepeat actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO] times:1],[CCCallFunc actionWithTarget:self selector:@selector(setAnimatingToFalseAfterAnimation:)],nil];
  
  
   [walkAnimFrames removeAllObjects];
   walkAnimFrames=nil;
  
  CGSize winSize = [[CCDirector sharedDirector] winSize];
  CCSprite *images = [CCSprite spriteWithSpriteFrameName:[NSString stringWithFormat:@"%@",sImage]];//@"stand march 101.jpg"
  
  images.position=ccp(winSize.width/2,winSize.height/2);
  images.scaleX=1.6;
  images.scaleY=1.59;
  
  [spriteSheet addChild:images];
  [images runAction:standByAtion];
  
  NSString *audioName=[NSString stringWithFormat:@"Jump.caf"];
  [self playSoundEffectNamed:audioName];
  </code></pre>
  
  <p>}</p>
  
  <p>Thanks in advance</p>