thanks guys
I got around to setting up my CCSprite in CCMenuItemSprites thusly:
aPink = [CCSprite spriteWithFile:@"apink.png"];
aPink.position = ccp(180, 144);
aPink.scale = 0.25;
aPink.tag = 8;
aPink.opacity = 150;
CCMenuItemSprite *eightTone = [CCMenuItemSprite itemFromNormalSprite:aPink selectedSprite:nil disabledSprite:nil target:self selector:@selector(dynamicsGauge:)];
//then passed to the CCMenu
CCMenu *menu = [CCMenu menuWithItems: eightTone, nil];
[self addChild:menu];
For one second this seemed like the best soulution, but the images (CCSprites) that are passed to CCMenuSpriteItem have slightly distorted positions compared to when they where CCMenuItemImage's. Even after having their positions animated by a method they are still not right. Though i have not changed any of the positioning code.
I might as well explain why i need them to me CCSprites, and not CCMenuItemImages.
I need these to be buttons that react when the user first touch them, and not when the touch is released. An i don't think CCMenuItemImage will register with the dispatcher.
If there are a way to achieve this with CCMenuItemImages, i'd be very interested.