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Home/ Questions/Q 9295909
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Editorial Team
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Editorial Team
Asked: June 18, 20262026-06-18T21:43:06+00:00 2026-06-18T21:43:06+00:00

I use Kobold2D + TexturePacker (both are the last version at this moment). When

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I use Kobold2D + TexturePacker (both are the last version at this moment).

When I create an CCSprite object using the spriteWithFile: method, and place as it should, it looks fine.

CGSize screenSize = [CCDirector sharedDirector].winSize;

background = [CCSprite spriteWithFile:@"dir_bg.png"];
background.position = CGPointMake(screenSize.width - background.texture.contentSize.width / 2 - 10, background.texture.contentSize.height / 2 + 10);

[self addChild:background];

controller = [CCSprite spriteWithFile:@"dir_big.png"];
controller.position = background.position;

[self addChild:controller];

spriteWithFile:

But with a different method, with the loading of textures using spriteWithSpriteFrameName:, the object is not placed as it should.

[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"Textures.plist"];

CGSize screenSize = [CCDirector sharedDirector].winSize;

background = [CCSprite spriteWithSpriteFrameName:@"dir_bg.png"];
background.position = CGPointMake(screenSize.width - background.texture.contentSize.width / 2 - 10, background.texture.contentSize.height / 2 + 10);

[self addChild:background];

controller = [CCSprite spriteWithSpriteFrameName:@"dir_big.png"];
controller.position = background.position;

[self addChild:controller];

spriteWithSpriteFrameName:

Why?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-18T21:43:07+00:00Added an answer on June 18, 2026 at 9:43 pm

    Instead background.texture.contentSize.width use background.contentSize.width et cetera.

    Source: how to obtain a CCSprite's width and height in cocos2d for iphone

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