I\'ve been looking around for a while, and I have not been able to find an answer to this for some reason. It seems simple enough, but maybe I just can\'t find the right fun
Every CCNode, and descendants thereof, has a method named convertToWorldSpace:(CGPoint)p
This returns the coordinates relative to your scene.
When you have this coordinate, flip your Y-axis, as you want 0,0 to be in the top left.
CCNode * myNode = [[CCNode alloc] init];
myNode.position = CGPointMake(150.0f, 100.0f);
CCSprite * mySprite = [[CCSprite alloc] init]; // CCSprite is a descendant of CCNode
[myNode addChild: mySprite];
mySprite.position = CGPointMake(-50.0f, 50.0f);
// we now have a node with a sprite in in. On this sprite (well, maybe
// it you should attack the node to a scene) you can call convertToWorldSpace:
CGPoint worldCoord = [mySprite convertToWorldSpace: mySprite.position];
// to convert it to Y0 = top we should take the Y of the screen, and subtract the worldCoord Y
worldCoord = CGPointMake(worldCoord.x, ((CGSize)[[CCDirector sharedDirector] displaySizeInPixels]).height - worldCoord.y);
// This is dry coded so may contain an error here or there.
// Let me know if this doesn't work.
[mySprite release];
[myNode release];