I can't figure out how to fade my sprites sequentially, one after the other. It looks like the actions are being spawned and all the fading begins at the same time. I tried adding some DelayTime actions in between but they don't seem have any effect. Any ideas?
//@interface OpaqueSprite: Sprite <CocosNodeOpacity>{}
OpaqueSprite *head = [Sprite spriteWithFile:@"head.png"];
OpaqueSprite *body = [Sprite spriteWithFile:@"body.png"];
OpaqueSprite *limbs = [Sprite spriteWithFile:@"limbs.png"];
[head setPosition:cpv(130, 160)];
[body setPosition:cpv(350, 160)];
[limbs setPosition:cpv(233, 195)];
[self add:head z:1];
[self add:body z:1];
[self add:limbs z:1];
id action1 = [FadeIn actionWithDuration:1.0f];
id action2 = [FadeIn actionWithDuration:2.0f]; // each fade should take one second
id action3 = [FadeIn actionWithDuration:3.0f];
//I'd like each sprite to take one second to fade in, but one at a time.
[Sequence actions: [head do: action1],
[body do: action2],
[limbs do: action3], nil];