My question is related to how the use of CCSpriteBatchNode works... When you initialize the CCSpriteBatchNode with a file, let's say:
CCSpriteBatchNode *spriteBatch;
spriteBatch = [CCSpriteBatchNode batchNodeWithFile:@"file.pvr.ccz"];
[self addChild:spriteBatch];
And then, here is my doubt... Why do you need to add each sprite that you will use to the CCSpriteBatchNode if these are supposed to be loaded when you call batchNodeWithFile?
Here is the code where you add each sprite:
NSArray *images = [NSArray arrayWithObjects:@"sprite1.jpg", @"sprite2.jpg", @"sprite3.jpg", @"sprite4.jpg", @"sprite5.jpg", @"sprite6.jpg", nil];
for(int i = 0; i < images.count; ++i) {
NSString *image = [images objectAtIndex:i];
float offsetFraction = ((float)(i+1))/(images.count+1);
CGPoint spriteOffset = ccp(winSize.width*offsetFraction, winSize.height/2);
CCSprite *sprite = [CCSprite spriteWithSpriteFrameName:image];
sprite.position = spriteOffset;
[spriteBatch addChild:sprite]; //Here is what I mean... Why to do this? Isn't that supposed that they are already loaded in the CCSpriteBatchNode?
}
Thanks!