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Home/ Questions/Q 7686875
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T19:34:42+00:00 2026-05-31T19:34:42+00:00

my problem is: I’m making a game for iOS using cocos2d and this game

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my problem is:
I’m making a game for iOS using cocos2d and this game has lots of levels, so I’ll have to create a loading scene to load my sprites for each level. ( like new backgrounds, monsters and other stuff )
But I have no idea about this, I’m adding all the Texture Packer Files (.plist and .pvr.ccz)
on the sharedSpriteFrameCache in the GameData.m.
Does anyone knows a good tutorial for this or can help me solve this?
Thanks!

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  1. Editorial Team
    Editorial Team
    2026-05-31T19:34:42+00:00Added an answer on May 31, 2026 at 7:34 pm

    So basically you want to know how to load and unload images as you see fit. How about

    @implementation Level1
    
    - (void) loadLevel
    {
        CCSpriteFrameCache* frameCache = [CCSpriteFrameCache sharedSpriteFrameCache];
        CCTextureCache* textureCache = [CCTextureCache sharedTextureCache];
    
        // Add the sprite frames. This will load the texture as well
        [frameCache addSpriteFramesWithFile:@"monkey.plist"];
        [frameCache addSpriteFramesWithFile:@"player.plist"];
        [frameCache addSpriteFramesWithFile:@"enemy.plist"];
    
        // Load other textures that are going to be used
        _myBackgroundTexture = [textureCache addImage:@"background.png"];
    }
    
    - (void) unloadLevel
    {
        CCSpriteFrameCache* frameCache = [CCSpriteFrameCache sharedSpriteFrameCache];
        CCTextureCache* textureCache = [CCTextureCache sharedTextureCache];
    
        // Remove textures
        [textureCache removeTexture:_myBackgroundTexture];
    
        // Remove sprite frames. This will load the texture as well
        [frameCache removeSpriteFramesFromFile:@"monkey.plist"];
        [frameCache removeSpriteFramesFromFile:@"player.plist"];
        [frameCache removeSpriteFramesFromFile:@"enemy.plist"];
    
        // Though normally, id use frameCache removeUnusedSpriteFrames and
        // textureCache removeUnusedTextures
    }
    

    …
    @end

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