I don't know if this is possible, but I would like to create one big texture atlas and use it on all classes of the application.
Can one CCSpriteBatchNode be used for multiple classes?
Suppose I create this on the main class
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"atlasGeral.plist"];
self.batchNodeGeneral = [CCSpriteBatchNode batchNodeWithFile:@"atlasGeral.png"];
[self addChild:self.batchNodeGeneral];
and I have another class creating CCLayers on the main class, that is initialized, before using CCSpriteBatchNode, like this:
-(id) init
{
if( (self=[super init])) {
self.bg = [CCSprite spriteWithFile: @"cCircularBG.png"];
[self addChild:self.bg];
self.dr = [CCSprite spriteWithFile: @"cCircularDR.png"];
[self addChild:self.dr];
}
return self; // self is a CCLayer
}
can this be optimized using the self.batchNodeGeneral from the main class? My idea is to replace these two sprites and others with something like [CCSprite spriteWithSpriteFrameName:...
thanks