I am looking to the description of CCSpriteBatchNode and one of it’s limitations is
- The only object that is accepted as child (or grandchild) is CCSprite or any subclass of CCSprite. eg: particles, labels and layer can’t be added to a CCSpriteSheet.
I can see that it will crash on casting to CCSprite when i try to add for example CCLayer or CCNode. Is there some reason or its caused by lack of RTTI informations (since we can’t use dynamic_cast - android)?
The reason why i am asking is because i have let’s say 5 characters on screen. Each character is rendered from separate parts e.g: head, torso, hand, leg. Every character is encapsulated in it’s own CCNode (hands, legs etc are childs of this node). It’s because character moves back and forth and i don’t want to start 6 movement animations and than wait and synchronize their finish. So whole person is encapsulated in this node and then I move only with this node.
All character’s parts are in one texture. But I cant use BatchNode since CCNode is not CCSprite.
Is there any plans to add this functionality and you are just waiting for android rtti or i am completely out and there are another pitfalls?
I have been suggesting this solution
But there is also this project
Do you plan anything like this? As far as i know Google I/O didn’t bring anything new considering ndk