Two possible bugs in 2.0.3

@ bool GameplayLayer::init()
{
if (!CCLayer::init())
{
return false;
}

cocos2d::CCSprite * background = cocos2d::CCSprite::create(“HelloWorld.png”);
this~~>addChild;
// For now create with the atlas.
mSceneSpriteBatchNode = cocos2d::CCSpriteBatchNode::create;
cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache~~>addSpriteFramesWithFile;
this~~>addChild;
// Becareful sometimes the sprite texture packer doesn’t do stuff correctly.
// So you have to export twice also ensure that you don’t use the new
// in the texture packer to know that something is wrong look at the bottom for texture not loaded
// its likely corrupted…
// TODO use the create function to create players and enemies.
#ifdef MAGIC
Player * player = Player::create;
cocos2d::CCArray * array = new cocos2d::CCArray;
for
{
char name[32] = ;
sprintf;
array~~>addObject(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()>spriteFrameByName);
}
cocos2d::CCAnimation **walkAnim = cocos2d::CCAnimation::createWithSpriteFrames;
cocos2d::CCSize size = cocos2d::CCDirector::sharedDirector
>getWinSize;
cocos2d::CCAction *walkAction = cocos2d::CCRepeatForever::create);
player~~>runAction;

player~~>setPosition);
player~~>setDisplayFrame~~>spriteFrameByName);
player~~>setTag;
// Change camera to a soft follow camera.
this~~>runAction);
mSceneSpriteBatchNode~~>addChild;
#endif
#ifdef DOESNOTWORK
cocos2d::CCSprite** player = Player::create;
player~~>setPosition(cocos2d::CCPointMake(0.0f,0.0f));
player~~>setDisplayFrame~~>spriteFrameByName);
player~~>setTag;
cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create;
cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache~~>spriteFrameByName;
cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache~~>spriteFrameByName;
cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache~~>spriteFrameByName;
walk~~>addSpriteFrame;
walk~~>addSpriteFrame;
walk~~>addSpriteFrame;
cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create;
cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create;
walk~~>setDelayPerUnit(0.1f);
actionWalk~~>setDuration;
player~~>runAction(actionRepeat);

// Change camera to a soft follow camera.
this~~>runAction);
mSceneSpriteBatchNode~~>addChild(player);

player~~>onEnter;

#endif

// Have the CCNode object run its virtual update function as fast as possible.
// Every frame for this layer.
this~~>scheduleUpdate();

return true;
}
@

Sprite batch node animation does not work unless I use the code inlined in the magic, unless I have done something wrong

the other bug is quite interesting has todo with textures