I have a cocos2d iOS app with Box2D (and Kobold2D); i have an array of 18 CCSprites in a layer. They are now created using spriteWithSpriteFrameName and a textureAtlas (thank you texturePacker). When i want to update the 18 sprites, i think i can either a) change the image (but i am not how to do that -- i saw a reference to setDisplayFrame, but i need to get the image from the batch node / texture atlas using spriteWithSPriteFrameName) or b) destroy the sprite i previously created and added to the layer with addChild and create a new one it it's place (18 sprites, 16 times in one "game"). In terms of resource usage and performance, which method is preferred? Seems like a), but again, not sure how to do that.
thanks