I have a function which creates a CCSprite and moves it across the screen:
func fireWeapon(target: CGPoint) {
let projectile = CCBReader.load("Projectile") as! CCSprite
projectile.position = player.position;
self.addChild(projectile);
let moveAction = CCActionMoveTo(duration: 1, position: target);
let delayAction = CCActionDelay(duration: 1);
let removeAction = CCActionCallBlock(projectile.removeFromParentAndCleanup(true));
projectile.runAction(CCActionSequence(array: [moveAction, delayAction, removeAction]));
}
I'm trying to clean up the sprites after they finish their movement action by running removeFromParentAndCleanup() in sequence with the move action. However, each action is firing instantly after each other in the sequence with no delays. The sprites are cleaned up instantly after being created. Why aren't the delays working? I've tried with and without the CCDelay action and I get the same result.