Need help cocos2d-html5 CCBoot.js load() function

Need help cocos2d-html5 CCBoot.js load() function
0

#1

Hello
How are you today, cocos2d-x experts.
I have problem with cocos2d-js PC web game development.
I am using 35MB plist & png texture images for my web game.
But it’s memory usage is about 1GB.
So my web game doesn’t work properly in PC which has 2GB RAM.

load:function () {
        this.errResources = []
        cc.loader.load(this.resources,
            function (result, count, loadedCount, err, value) {
                if(err == null){
                    this.loaded++
                    var percent = (this.loaded / this.count * 100);
                    percent = Math.min(percent, 100);
                    this.progress.setPercent(percent);
                }else {
                    this.errResources.push(value)
                }
            }.bind(this), function () {
                if(this.unloadCount < 5){
                    if(this.errResources.length > 0){
                        this.unloadCount++
                        this.resources = []
                        for(var i = 0; i < this.errResources.length; i++){
                            this.resources[i] = this.errResources[i]
                        }
                        this.load()
                    }else if(this.jslist.length == 0){
                        this.loadPreLoad()
                    }else {
                        this.loadJs(this.jslist)
                    }
                }else {
                    this.loadJs(this.jslist)
                    return
                }

            }.bind(this));
        return true
    },

We are using cc.loader.load() for download assets.

Below is load() function of CCBoot.js

load: function (resources, option, loadCallback) {
        var self = this;
        var len = arguments.length;
        if (len === 0)
            throw new Error("arguments error!");

        if (len === 3) {
        if (typeof option === "function") {
            if (typeof loadCallback === "function")
                option = {trigger: option, cb: loadCallback};
            else
                option = {cb: option, cbTarget: loadCallback};
        }
    } else if (len === 2) {
        if (typeof option === "function")
            option = {cb: option};
    } else if (len === 1) {
        option = {};
    }

    if (!(resources instanceof Array))
        resources = [resources];
    var asyncPool = new cc.AsyncPool(
        resources, cc.CONCURRENCY_HTTP_REQUEST_COUNT,
        function (value, index, AsyncPoolCallback, aPool) {
            self._loadResIterator(value, index, function (value, err) {
                var arr =Array.prototype.slice.call(arguments, 2);
                if (option.trigger)
                    option.trigger.call(option.triggerTarget, arr[0], aPool.size, aPool.finishedSize, err, value);   //call trigger
                AsyncPoolCallback(err, arr[0]);
            }.bind(this, value));
        },
        option.cb, option.cbTarget);
    asyncPool.flow();
    return asyncPool;
},

When I download 35MB assets, it will require 1GB memory in browser?
Is it normal in cocos2d-js or do you have any advice?

When I test my web game from Core 2 Duo, RAM:2GB PC, with firefox browser.
It shows below error and game is stuck.

Thank you
Best Regards


#2

@Jang_Wei I will ping @pandamicro for this and your other HTML5 thread.


#3

please refer to your other thread