Thank Mr Wu for finding out the limitation on Mobile Safari (actually i think it apply to most of the mobile browser since it does not work on Chrome as well)
The image of my sprite has reach the limitation of the browser.
So my dream of a fully animated character (1000 frames) has hit the wall.
My solution will be then
- stop using spritebatchnode (because it can only contain 1 image)
- do a proper JSB version of the game on mobile platform (if there is no limit on the image size)
I am using cc.TextureCache.getInstance().addImageAsync to load all my images of the scene.
recently 1 of the png file (out of 6) grow from 800kb to 1.1mb
and on IOS safari the image never call the callback function to indicate the loading has finished.
is there some way to add a FAIL callback to addImageAsync or some way to tell why it’s failing.
it still works perfectly under desktop browser Safari and Chrome.
Iphone4 + Cocos2d-html5-v2.1.1