As m.ding said ... parent->ConvertToNodeSpace() .....
Here's explanation for you so you know when to do what ?
convertToWorldSpace(const CCPoint& nodePoint) converts on-node coords to SCREEN coordinates.
Lets we have layerA with anchor point and position (0,0) attached to screen and have a sprite on this layer at point (100, 100).
What will be SCREEN coords of sprite? - (100, 100)
Lets we moved layerA to point (- 50, - 20). What will be SCREEN coords of sprite? - (100 - 50, 100 - 20), i.e. (50, 80) - that's what convertToWorldSpace returns to us if we call layerA->convertToWorldSpace(ccp(100, 100)).
As for convertToWorldSpaceAR - will return the position relatevely to anchor point: so if our scene - root layer has AP (0.5f, 0.5f) - default, convertToWorldSpaceAR should return position relatively to screen center. I have used convertToNodeSpace
convertToNodeSpace(const CCPoint& worldPoint) - converts SCREEN coords to NODE's local. I.e. if for our example with moved layer call:
layerA->convertToNodeSpace(ccp(50, 80)) - that should return (100, 100) - our sprite on-node coords.
convertToNodeSpaceAR - the same logic as for convertToWorldSpaceAR