Cocos2d-js 在android中crash

我使用Cocos2d-JS 3.0

在android中crash
在web和iOS 正常

一场战斗中 循环添加/移除 粒子特效 和 sprite

logcat:

10-15 14:27:16.751: A/libc(21732): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 21771 (Thread-14811)


```



crash dump:


********** Crash dump: **********
Build fingerprint: 'samsung/jfltespr/jfltespr:4.4.2/KOT49H/L720VPUFNAE:user/release-keys'
pid: 21732, tid: 21771, name: Thread-14811  >>> com.boyojoy.battle <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
Stack frame #00  pc 00000000  
Stack frame #01  pc 011f49d4  /data/app-lib/com.boyojoy.battle-1/libcocos2djs.so (void cocos2d::Scheduler::scheduleUpdate(cocos2d::Node*, int, bool)::{lambda(float)#1}::operator()(float) const+36): Routine operator() at /Users/tim/Desktop/project/Battle/frameworks/runtime-src/proj.android/../../js-bindings/cocos2d-x/cocos/./base/CCScheduler.h:247
Stack frame #02  pc 011f47d0  /data/app-lib/com.boyojoy.battle-1/libcocos2djs.so (std::_Function_handler<void (float), void cocos2d::Scheduler::scheduleUpdate(cocos2d::Node*, int, bool)::{lambda(float)#1}>::_M_invoke(std::_Any_data const&, float)+52): Routine std::_Function_handler<void (float), void cocos2d::Scheduler::scheduleUpdate(cocos2d::Node*, int, bool)::{lambda(float)#1}>::_M_invoke(std::_Any_data const&, float) at /Users/tim/Desktop/devTools/android-ndk-r9d/sources/cxx-stl/gnu-libstdc++/4.8/include/functional:2071
Stack frame #03  pc 01311760  /data/app-lib/com.boyojoy.battle-1/libcocos2djs.so (std::function::operator()(float) const+92): Routine std::function::operator()(float) const at /Users/tim/Desktop/devTools/android-ndk-r9d/sources/cxx-stl/gnu-libstdc++/4.8/include/functional:2464
Stack frame #04  pc 0131e5d4  /data/app-lib/com.boyojoy.battle-1/libcocos2djs.so (cocos2d::Scheduler::update(float)+380): Routine cocos2d::Scheduler::update(float) at /Users/tim/Desktop/project/Battle/frameworks/runtime-src/proj.android/../../js-bindings/cocos2d-x/cocos/./base/CCScheduler.cpp:869
Stack frame #05  pc 012e3dbc  /data/app-lib/com.boyojoy.battle-1/libcocos2djs.so (cocos2d::Director::drawScene()+200): Routine cocos2d::Director::drawScene() at /Users/tim/Desktop/project/Battle/frameworks/runtime-src/proj.android/../../js-bindings/cocos2d-x/cocos/./base/CCDirector.cpp:272
Stack frame #06  pc 012e7db4  /data/app-lib/com.boyojoy.battle-1/libcocos2djs.so (cocos2d::DisplayLinkDirector::mainLoop()+80): Routine cocos2d::DisplayLinkDirector::mainLoop() at /Users/tim/Desktop/project/Battle/frameworks/runtime-src/proj.android/../../js-bindings/cocos2d-x/cocos/./base/CCDirector.cpp:1269
Stack frame #07  pc 015d8ea0  /data/app-lib/com.boyojoy.battle-1/libcocos2djs.so (Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeRender+28): Routine Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeRender at /Users/tim/Desktop/project/Battle/frameworks/runtime-src/proj.android/../../js-bindings/cocos2d-x/cocos/platform/android/jni/Java_org_cocos2dx_lib_Cocos2dxRenderer.cpp:15
Stack frame #08  pc 00020bcc  /system/lib/libdvm.so (dvmPlatformInvoke+112)
Stack frame #09  pc 00051927  /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+398)
Stack frame #10  pc 0002a060  /system/lib/libdvm.so
Stack frame #11  pc 00031510  /system/lib/libdvm.so (dvmMterpStd(Thread*)+76)
Stack frame #12  pc 0002eba8  /system/lib/libdvm.so (dvmInterpret(Thread*, Method const*, JValue*)+184)
Stack frame #13  pc 00063e75  /system/lib/libdvm.so (dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)+336)
Stack frame #14  pc 00063e99  /system/lib/libdvm.so (dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)+20)
Stack frame #15  pc 00058b6b  /system/lib/libdvm.so
Stack frame #16  pc 0000d280  /system/lib/libc.so (__thread_entry+72)
Stack frame #17  pc 0000d418  /system/lib/libc.so (pthread_create+240)


请问这个问题怎么解决呢?

楼主是不是内存超了。所以直接导致崩溃了? 一开始进入战斗会么,还是打了一段时间后崩溃的