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Home/ Questions/Q 7597587
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T22:11:34+00:00 2026-05-30T22:11:34+00:00

I’m working on an iPhone app in objective-c also using cocos2d for graphics. I

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I’m working on an iPhone app in objective-c also using cocos2d for graphics. I have a large sprite and I have done research on how to scale the sprite and my code looks like this…

//Set up sprite
    // Use batch node. Faster
    CCSpriteBatchNode *parent = [CCSpriteBatchNode batchNodeWithFile:@"egg.png" capacity:100];
    eggTexture_ = [parent texture];

    [eggTexture_ setScaleX: 10/eggTexture_.contentSize.width];
    [eggTexture_ setScaleY: 10/eggTexture_.contentSize.height];

And it compiles fine! Then I get a run time error “SIGABRT”. I can’t find the problem. It’s probably something amature. Looking back there are “warnings” after those last to lines that reads “CCTexture2d may not respond to setScaleX”. Any help is much appreciated 🙂 thankyou

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  1. Editorial Team
    Editorial Team
    2026-05-30T22:11:35+00:00Added an answer on May 30, 2026 at 10:11 pm

    Actually, the class CCTexture2D does not respond to setScaleX and setScaleY. The object picked by the statement [parent texture] is a texture, thus you must be getting an error message similar to this

    * Terminating app due to uncaught exception ‘NSInvalidArgumentException’, reason: ‘-[CCTexture2D setScaleX:]: unrecognized selector sent to instance 0x5e14c70’

    I am not certain why you would want to scale the texture, i suspect you would rather scale a CCSprite, and place that in your scene. like :

    CCSprite *eggSprite_ = [CCSprite spriteWithTexture:[parent texture]];
    [eggSprite_ setScaleX: 10/eggSprite_.contentSize.width];
    

    etc …

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