Can I add a CCMenu with CCMenuItemSprite's to a spritebatchnode?
As simple as that.
Code snippet:
-(void) setUpPauseMenu
{
CCMenuItemSprite *p = [CCMenuItemSprite itemWithNormalSprite:[CCSprite spriteWithSpriteFrameName:@"emptyCircle.png"] selectedSprite:[CCSprite spriteWithSpriteFrameName:@"emptyCircle.png"] target:self selector:@selector(pauseGameScene)];
p.position = CGPointMake(50.0f, 440.0f);
p.anchorPoint = CGPointMake(0.5f, 0.5f);
//[spritebatchnodereference addChild:p];
**//CAN I ADD p TO SPRITEBATCHNODE?**
CCLabelTTF *pauseText = [CCLabelTTF labelWithString:@"II" fontName:@"Marker Felt" fontSize:20];
pauseText.position = CGPointMake(22.0f, 28.0f);
pauseText.anchorPoint = CGPointMake(0.5f, 0.5f);
[p addChild:pauseText];
//Create pause menu
CCMenu *pauseMenu = [CCMenu menuWithItems: p, nil];
pauseMenu.anchorPoint = CGPointMake(0.5f, 0.5f);
pauseMenu.position = CGPointMake(50.0f, 440.0f);
pauseMenu.visible=TRUE;
[self addChild:pauseMenu];
}
No.
CCSpriteBatchNode only accepts CCSprite as children.