title: Spritekit forcing a sprite to display, then pause execution
body: <p>Using SpriteKit, I have created a sprite, and would like to display the sprite, pause for a second, then begin the animation using a new sprite.</p>
  
  <p>Currently, I am using</p>
  
  <pre><code>self.neko = [SKSpriteNode spriteNodeWithImageNamed:@"Awake.ico"];
  [self addChild:self.neko];
  
  sleep(2);
  
  [self.neko removeFromParent];
  </code></pre>
  
  <p>Based on the code provided, you would think the sprite would be drawn, then the thread would sleep for a couple of seconds, and then remove the sprite from the parent....   but the sprite is not being shown.</p>
  
  <p>If I remove the removeFromParent line, the sprite will remain on the screen.</p>
  
  <p>So the question is this, am i doing it correctly?</p>
  
  <p>Is there a way to force the sprite to be updated on the scene before the sleep timer is executed?</p>