cocos2d ゲームで問題が発生しました。ゲームのレベル レイヤーで、背景用に 3 ~ 5 個の大きなスプライト (それぞれ 1920*640 ~ 100kb) ~ 各レベルで 400 ~ 500kb を使用しています。メニューとさまざまなゲームのレベルを 4 ~ 5 回切り替えると、ゲームがメインの iPhone メニューにクラッシュします。
[[CCDirector sharedDirector] replaceScene:transition];
この大きなスプライトがなくても、すべて完璧に機能します!
-(id) init
{
 ....   
    if( (self=[super init])) {
_spriteBGLevel1 = [CCSprite spriteWithFile: [NSString stringWithFormat:@"level_fon_%i_1.png", _currentLevel]]; 
_spriteBGLevel1.anchorPoint = ccp(0, 0);
_spriteBGLevel1.position = CGPointMake(0.0, 0.0); 
[self addChild:_spriteBGLevel1 z:-5];
_spriteBGLevel2 = [CCSprite spriteWithFile: [NSString stringWithFormat:@"level_fon_%i_2.png", _currentLevel]]; 
_spriteBGLevel2.anchorPoint = ccp(0, 0);
_spriteBGLevel2.position = CGPointMake(0.0, 0.0); 
[self addChild:_spriteBGLevel2 z:-5];
_spriteBGLevel3 = [CCSprite spriteWithFile: [NSString stringWithFormat:@"level_fon_%i_3.png", _currentLevel]]; 
_spriteBGLevel3.anchorPoint = ccp(0, 0);
_spriteBGLevel3.position = CGPointMake(0.0, 0.0); 
[self addChild:_spriteBGLevel3 z:-5];        
....
- (void) dealloc
{
....
    _spriteBGLevel1=nil;
    _spriteBGLevel2=nil;
    _spriteBGLevel3=nil;
    [super dealloc];
}
背景.m
#import "Background.h"
#import "GameConfig.h"
#import "XMLReader.h"
#import "CCParallaxNode-Extras.h"
#import "SettingsManager.h"
@implementation Background
@synthesize backgrounds=_backgrounds;
@synthesize backgroundNode=_backgroundNode;
+(id) scene
{
    CCScene *scene = [CCScene node];
    Background *layer = [Background node];
    [scene addChild: layer];
    return scene;
}
-(id) init
{
    if ((self = [super init]))
    {
        CGSize screenSize = [[CCDirector sharedDirector] winSize];
        int currentLevel = [[SettingsManager sharedSettingsManager] getCurrentLevel];
        _backgroundNode = [CCParallaxNode node];
        _backgroundNode.anchorPoint = CGPointMake(0, 0);
        _backgroundNode.position = CGPointMake(0, 0);
        [self addChild:_backgroundNode z:-1];
        NSData *xmlData = [NSData dataWithContentsOfFile:[[NSBundle bundleForClass:[self class]] pathForResource:@"gameScene" ofType:@"xml"]];
        NSError *error = nil;
        NSDictionary *dictionary = [XMLReader dictionaryForXMLData:xmlData error:&error];
        NSDictionary *levelsDict = [dictionary valueForKeyPath:@"levels.level"];
        NSDictionary *levelDict;
        _backgrounds = [[[NSMutableArray alloc] init] retain];
//        [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: [NSString stringWithFormat:@"level_fon_%i.plist", currentLevel]];
        for (levelDict in levelsDict)
        {
            int idLevel = [[levelDict valueForKeyPath:@"id"] intValue];
            if(idLevel==currentLevel)
            {
                NSDictionary *fonsDict = [levelDict valueForKeyPath:@"background.fon"];
                NSDictionary *fonDict;
                for (fonDict in fonsDict){
                    NSString *name=[fonDict valueForKeyPath:@"name"];
                    int zIndex=[[fonDict valueForKeyPath:@"z"] intValue];
                    float ratio=[[fonDict valueForKeyPath:@"ratio"] floatValue];
                    float offsetx=[[fonDict valueForKeyPath:@"offsetx"] floatValue];
                    float offsety=[[fonDict valueForKeyPath:@"offsety"] floatValue];
                    if(zIndex<0)
                    {    
                    //CCTexture2D* tex = [[CCTextureCache sharedTextureCache] addImage:[NSString stringWithFormat:@"%@", name]];
                    //CCSprite *fon_level_1 = [CCSprite spriteWithSpriteFrameName: [NSString stringWithFormat:@"%@", name]];
                    //CCSprite *fon_level_2 = [CCSprite spriteWithSpriteFrameName: [NSString stringWithFormat:@"%@", name]];
                    //CCSprite *fon_level_1 = [CCSprite spriteWithTexture:tex];
                    //CCSprite *fon_level_2 = [CCSprite spriteWithTexture:tex];
                    fon_level_1 = [CCSprite spriteWithFile:[NSString stringWithFormat:@"%@", name]];
                    fon_level_2 = [CCSprite spriteWithFile:[NSString stringWithFormat:@"%@", name]];
                    fon_level_1.anchorPoint = CGPointMake(0, 0);
                    fon_level_1.position = CGPointMake(0, 0);
                    fon_level_2.anchorPoint = CGPointMake(0, 0);
                    fon_level_2.position = CGPointMake(0, 0);
                    //[_backgroundNode addChild:fon_level_1 z:zIndex parallaxRatio:ccp(ratio, ratio) positionOffset:ccp(offsetx, offsety*screenSize.height)];
                    //[_backgroundNode addChild:fon_level_2 z:zIndex parallaxRatio:ccp(ratio, ratio) positionOffset:ccp(fon_level_1.contentSize.width, offsety*screenSize.height)];
                    [_backgrounds addObject:fon_level_1];
                    [_backgrounds addObject:fon_level_2];
                        fon_level_1=nil;
                        fon_level_2=nil;
                    }    
                }
                break;
            }    
        }
        NSLog(@"count: %d",_backgrounds.count);
        [self scheduleUpdate];
    }
    return self;
}
- (void)scheduleUpdate
{
    [self schedule:@selector(updateBackgroud:)];
}
-(void) updateBackgroud:(ccTime)delta
{
    CGPoint backgroundScrollVel = ccp(-1000, 0);
    _backgroundNode.position = ccpAdd(_backgroundNode.position, ccpMult(backgroundScrollVel, delta));
    for (CCSprite *background in _backgrounds) {
        if (([_backgroundNode convertToWorldSpace:background.position].x+background.contentSize.width/10) < -(background.contentSize.width)) {
            [_backgroundNode incrementOffset:ccp(background.contentSize.width*2,0) forChild:background];
        }
    }
}
- (void) dealloc
{
     _backgroundNode = nil;
    // _backgrounds = nil;
    [_backgrounds removeAllChildren]; 
    [_backgrounds release];
    [super dealloc];
}
@end