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Home/ Questions/Q 8115249
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Editorial Team
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Editorial Team
Asked: June 6, 20262026-06-06T03:24:30+00:00 2026-06-06T03:24:30+00:00

I found that in the cocos2d Best Practices there is a suggestion to use

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I found that in the cocos2d Best Practices there is a suggestion to use initWithTexture to initialize sprite subclasses, instead in several books and tutorials I found that you can also use initWithSpriteFrameName. Why is that?

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  1. Editorial Team
    Editorial Team
    2026-06-06T03:24:31+00:00Added an answer on June 6, 2026 at 3:24 am

    All of the initialization methods in CCSprite use initWithTexture:rect to create the sprite. For example,

    -(id) initWithFile:(NSString*)filename
    {
        NSAssert(filename!=nil, @"Invalid filename for sprite");
    
        CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename];
        if( texture ) {
            CGRect rect = CGRectZero;
            rect.size = texture.contentSize;
            return [self initWithTexture:texture rect:rect];
        }
    
        [self release];
        return nil;
    }
    

    Other functions (initWithFile, initWithSpriteFrame, initWithSpriteFrameName, et cetera) also call initWithTexture:rect either directly or indirectly. If your CCSprite subclass has any special initialization that needs to take place (as it ostensibly will, since you’re subclassing another class), doing it in initWithTexture:rect guarantees that it will be run.

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