You just load your object with CCBReader
directly.
And use a cast for XCode
not to complain.
MySprite *newSprite = (MySprite *)[CCBReader load:@"MySprite"];;
newSprite.position = CGPointMake(250, 100);
[_physicsNode addChild:newSprite];
Question
I've created a CCB file as a sprite: MySprite.ccb, with its Custom class set to MySprite.
If I don't want to place it into a layer in SpriteBuilder, but rather initialise objects from it and add them to the scene in Xcode, how do I do that?
What I've tried:
Added the following to the end of application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
in AppDelegate:
[CCBReader load:@"MySprite"];
And added this to didLoadFromCCB
in my scnene:
MySprite *newSprite = [[MySprite alloc] init];
newSprite.position = CGPointMake(250, 100);
[_physicsNode addChild:newSprite];
but that doesn't seem to work.
By the way, everything else is working fine, i.e. everything that's been placed in the scene in SpriteBuilder is working as expected.
Solution
You just load your object with CCBReader
directly.
And use a cast for XCode
not to complain.
MySprite *newSprite = (MySprite *)[CCBReader load:@"MySprite"];;
newSprite.position = CGPointMake(250, 100);
[_physicsNode addChild:newSprite];