Not really, just a full screen (like a background) image, and if memory its a problem (as a RGB4444 a full screen for iphone (normal, not retina) its just 480x320 texture.
CCSprite *sprite = [CCSprite withSpriteFile:@"image_with_a_hole.png"];
sprite.position = ccp(240,160);
sprite.scale = 10;
[self addChild:sprite z:uppest_zOrder];
[sprite runAction:[CCScaleTo actionWithDuration:any_duration scale:1];
If a 480x320 texture its too much for you, you have 2 options:
- Split it, use half/quarter the original image and add them all in a CCNode/CCSprite and scale the container CCNode/CCSprite
- If you dont use any gradiant on the image, and the resolution its not a problem you can use use a image of 120x80 and run the animation to scale:4 instead of scale:1
As i say on my post, its not the best solution, of course, but if theres no CCTransition that does it, can be a really simple solution.