spriteWithSpriteFrameName not working #17

bobmoff opened this Issue Aug 16, 2012 · 8 comments


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bobmoff commented Aug 16, 2012

I am trying to use the sweet CCScale9Sprites constructor spriteWithSpriteFrameName

    CCScale9Sprite *bgInput = [CCScale9Sprite spriteWithSpriteFrameName:@"input-text-9S-hd.png" capInsets:CGRectMake(9, 9, 3, 3)];

But this is the result: http://cl.ly/image/3U0V0t2G0n0G

What am I doing wrong?

Looks like I am getting the whole sprite there..

l4u commented Aug 17, 2012

How about using sprite frame names without -hd?
You might need to change it in your plist as well.

bobmoff commented Aug 17, 2012

If you think that will fix the problem, I will try it.

But using the -hd.png works when using regular Sprites.



What version are you using?

If you work with the Cocos2d 1.x version it may comes from the rotated textures. I know the issue and I'll fix it soon.
Meanwhile you can re-generate your spritesheets being careful to uncheck the sprite rotation.


I just commit a patch. Keep me in touch please. ;)

eiprol commented Sep 20, 2012

Love your project, but now I've some kind of issue when compilling... I think it must be related to the "support for rotated sprite" update.

I get an error with CCSprite+Rotation.m; telling me that
"CC_RECT_POINTS_TO_PIXELS(rect): Sending 'int' to parameter of incompatible type CGRect."

Just starting to develope with cocos2D, so excuse me if it's an easy-solve question.

Anyways, thanks again for your project :)


The CCControlExtension master branch works with Cocos2D 1.x instead of the gles20 branch works for Cocos2D 2.x.
You don't use the good branch I think (To switch the branch just use the 'git checkout gles20' command).

eiprol commented Sep 21, 2012

The branch was just ok, the problem was my revision of Cocos2D... Don't know why, but it wasn't good, so I installed another one, and problem solved.

However, now the slider I'm trying to use, it's beeing shown; but doesn't react to my events. Any thoughts?

EDIT: I think its related to some touch events that I've defined in my App; seems that there is some kind of conflict between them and those of CCControlExtension... because deleting them solves the problem.


In the worst case you can change the priority of the touch events for each components to resolve your problem.

@yannickl yannickl closed this Nov 27, 2012
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