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Home/ Questions/Q 8124963
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Editorial Team
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Editorial Team
Asked: June 6, 20262026-06-06T06:38:54+00:00 2026-06-06T06:38:54+00:00

I have created an atlas with all images I will use in a class.

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I have created an atlas with all images I will use in a class. If this was a sprite created from an image, I would create it like

mySprite = [CCSprite spriteWithFile:@"white.png" rect:frame];

“white.png” is a 1×1 pixel image that I am stretching to cover the entire CCSprite size, that is defined by rect:frame on that API.

But in order to optimize I/O and memory, I put white.png in an atlas and my idea was to create it using

mySprite = [CCSprite spriteWithSpriteFrameName:@"white.png"];

but this will create a 1×1 pixel sprite. So, my idea was to create a category to extend CCSprite with these lines

@implementation CCSprite (CCSprite_Resize)


-(void)resizeTo:(CGSize) theSize
{
    CGFloat newWidth = theSize.width;
    CGFloat newHeight = theSize.height;


    float startWidth = self.contentSize.width;
    float startHeight = self.contentSize.height;

    float newScaleX = newWidth/startWidth;
    float newScaleY = newHeight/startHeight;

    self.scaleX = newScaleX;
    self.scaleY = newScaleY;

}

so I could do this

mySprite = [CCSprite spriteWithSpriteFrameName:@"white.png"];
[mySprite resizeTo:frame.size];

and the 1×1 sprite would be stretched to cover the size I want.

The problem is that this is not working.

any clues? thanks.

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  1. Editorial Team
    Editorial Team
    2026-06-06T06:38:55+00:00Added an answer on June 6, 2026 at 6:38 am

    It seems that in your case you can use CCLayerColor to create one-color layer. There is no need to use sprite for it.

    About your question – make sure, that frame.size is not zero (CGSizeZero)

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