CCSpriteBatchNode width createWithSpriteFrameName

Hi!

is there any way to create an sprite using createWithSpriteFrameName method and put it into a SpriteBachNode (CCSpriteBatchNode)?

I have this code and I get and error: CCSprite is not using the same texture id

BatchNode = CCSpriteBatchNode::create(“spriteMenu.pvr”);
this~~>addChild;
frameCache = CCSpriteFrameCache::sharedSpriteFrameCache;
frameCache~~>addSpriteFramesWithFile(“spriteMenu.plist”);

sRed = CCSprite::createWithSpriteFrameName(“red_b.png”);

BatchNode->addChild(sRed,10);

Thank you!

Hi Roger,

I finally got it working… In Cocos2DX 2.x we should try to use the “create” method for all the static initializers. I hope it helps!

// Add the frame coordinates to the cache
CCSpriteFrameCache::sharedSpriteFrameCache()>addSpriteFramesWithFile;
// Init sprite batch
CCSpriteBatchNode *spriteBatch = CCSpriteBatchNode::create;
this
>addChild(spriteBatch);

// Create menu
CCSprite playOn = CCSprite::createWithSpriteFrameName;
CCSprite
playOff = CCSprite::createWithSpriteFrameName(“play_off.png”);

CCMenuItemSprite **menuPlayItem =
CCMenuItemSprite::create);

CCMenu**menu = CCMenu::create(menuPlayItem, NULL);
this->addChild(menu);