I have used
image.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:@"image1"],
[UIImage imageNamed:@"image2"],
[UIImage imageNamed:@"image3"],
[UIImage imageNamed:@"image4"], nil];
[image setAnimationRepeatCount:1];
image.animationDuration = 1;
[image startAnimating];
but it gives a flip book effect to the animation. What I am looking for is a smooth animation to set each image at given time. I have currently is NSTimers to trigger a method then I have code within the method to set a image and another NSTimer to set another image which is in a method so fourth. It gives the animation I am looking for but the problem I am facing is that I am developing a game and I want when the user pauses the game it stops on the current image it is on. The game runs on a NSTimer which triggers a method. All I do to pause the game is to invalidate the NSTimer.
What approach should I take?