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Home/ Questions/Q 6698487
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T06:35:02+00:00 2026-05-26T06:35:02+00:00

I add my sprite frames to CCSpriteFrameCache . Then I create a CCSpriteBatchNode with

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I add my sprite frames to CCSpriteFrameCache. Then I create a CCSpriteBatchNode with my desired image file.

This is what I don’t quite understand:

When I make a CCSprite, if I want to take advantage of the CCSpriteBatchNode, I need to initialize the CCSprite with [CCSprite spriteWithBatchNode: rect:]? But if that’s the case, I don’t see how am I taking advantage of CCSpriteFrameCache to get the frames, since now I would be manually making the rect.

So I guess I use [CCSprite spriteWithSpriteFrameName:] and then I add this sprite to the batch node. But I am still unsure.

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  1. Editorial Team
    Editorial Team
    2026-05-26T06:35:02+00:00Added an answer on May 26, 2026 at 6:35 am

    You should use:

    CCSprite *sp = [CCSprite spriteWithSpriteFrameName:@"monster.png"];
    

    The .plist that you specified in the SpriteFrameCache will take care of the frames for you.
    Then you create the sprite and add to the batch.

    If you create the batchnode with a file called “myArt.png”, you CAN ONLY add a sprite to it that is contained inside “myArt.png”.

    Hope it helps!

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