怎么样等动画执行完在执行下一个动画

math.randomseed(os.time())
local k=math.random(5)
print(k)
local num = numrandom()
--    ret:playBgMusic(num..".mp3")
local to,right,aa={},{},0
for o=1 , 3 do
to = cc.ProgressTo:create(5, 1000)
right = cc.ProgressTimer:create(cc.Sprite:create("bg_"..num.."_"..o..".png"))
    right:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
    right:setMidpoint(cc.p(0, 1))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
    right:setBarChangeRate(cc.p(0, 1))
    right:setPosition(128-(50*aa),160)
    right:runAction(cc.RepeatForever:create(to))
    d:addChild(right)
    aa=aa+1
end

以上的for循环执行3次,载入三张图片,并各执行动画,问题是他们几乎是同时执行动画的,怎么样执行完一个再接着下一个?
或者for循环里加时间延迟,要怎么加?
谢谢

使用cca.seq和 cca.callFunc搭配使用, 或者使用cca.delay 也可以。

求使用方法,或者哪里能找到说明,
我找了下api文档没找到

cc.Sequence:create(act1,act2)

我有3个对象,每个对象只有一个动作,
cc.Sequence不会用

math.randomseed(os.time())
local k=math.random(5)
print(k)
local num = numrandom()
--    ret:playBgMusic(num..".mp3")
local to,right,aa,bb={},{},0,{}

, for o=1 , 3 do
to = cc.ProgressTo:create(5, 1000)
right = cc.ProgressTimer:create(cc.Sprite:create(“bg_”…num…"_"…o…".png"))
right:setType(cc.PROGRESS_TIMER_TYPE_BAR)
– Setup for a bar starting from the bottom since the midpoint is 0 for the y
right:setMidpoint(cc.p(0, 1))
– Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right:setBarChangeRate(cc.p(0, 1))
right:setPosition(128-(50*aa),160)

    bb = cc.Sequence:create(cc.DelayTime:create(aa*5),to)

    right:runAction(bb)

    d:addChild(right)
    aa=aa+1
end

以如上方式解决问题,每个动作加一个不同的延时,