问题
I added CCLabel in my update method to display my game score.
It works well before score raise to 5000. After that logCat shows the messege:
02-08 11:47:37.476: E/dalvikvm-heap(4190): 1048576-byte external allocation too large for this process.
02-08 11:47:37.476: E/dalvikvm(4190): Out of memory: Heap Size=14343KB, Allocated=13585KB, Bitmap Size=2078KB
java.lang.reflect.InvocationTargetException......
caused by java.lang.OutOfMemoryError
My code is:
countScore++ ;
Log.e("total Score:", "" + countScore);
CCLabel labelScore = CCLabel.makeLabel("" + countScore, "DroidSans", 20);
labelScore.setColor(new ccColor3B(1,1,1));
labelScore.setPosition(CGPoint.ccp(50, 50));
addChild(labelScore, 11);
labelScore.setTag(11);
_labelScores.add(labelScore);
CCCallFuncN actionMoveDone1 = CCCallFuncN.action(this, "labelFinished");
CCSequence action = CCSequence.actions(actionMoveDone1);
labelScore.runAction(action);
How to fix it?
回答1:
I think you are creating CCLabel every time when you need.
CCLabel labelScore = CCLabel.makeLabel("" + countScore, "DroidSans", 20);
labelScore.setColor(new ccColor3B(1,1,1));
labelScore.setPosition(CGPoint.ccp(50, 50));
addChild(labelScore, 11);
labelScore.setTag(11);
Don't do that.
Set your ScoreLable as global variable and complete its initialization, color setting and positioning in constructor. In your condition use only following code.
labelScore.setString("" + countScore);
回答2:
Unless labelFinished does some cleanup that we can't see (you haven't shown us that code), It looks like you are creating 5000 labels.
You should store a single CCLabel as a class member and use setString instead of creating a new label for every score increment.
Better yet, you should use a CCLabelAtlas instead of CCLabel for frequently changing labels (such as scores).
来源:https://stackoverflow.com/questions/9188591/cocos2d-android-how-to-display-score