Cocos2d-js频繁创建和销魂出现卡顿问题

版本:cocos2d-js-3.0
平台:Android
问题:会定时卡顿下,有解决方案么
代码:

var QyScene = cc.Scene.extend({
    ctor: function() {
        this._super();
        this.addChild(new QyLayer());
    }
});

var QyLayer = cc.Layer.extend({
    ctor: function() {
        this._super();
        var bgSprite = cc.Sprite.create('res/levelbg_1.jpg');
        bgSprite.setAnchorPoint(cc.p(0, 0));
        this.addChild(bgSprite);

        var plane = new QyPlane();
        this.addChild(plane);
    }
});

var QyBullet = cc.Sprite.extend({
    ctor: function() {
        this._super("res/major_bullet_3.png");
        this.setPosition(cc.p(Math.random() * 1000, this.getContentSize().height / 2));
        this.scheduleUpdate();
    },
    update: function(dt) {
        var pos = cc.pMult(cc.p(0, 1000), dt);
        this.setPosition(cc.pAdd(pos, this.getPosition()));
        if (this.getPositionY() > 1024) {
            this.removeFromParent();
        }
    }
});

var QyPlane = cc.Sprite.extend({
    ctor: function() {
        this._super("res/enemy_1.png");
        this.setPosition(cc.p(320, this.getContentSize().height / 2));
        this.setFlippedY(true);
        this.getScheduler().scheduleCallbackForTarget(this, function function_name(dt) {
            for (var i = 0; i < 20; i++) {
                this.getParent().addChild(new QyBullet());
            }
        }.bind(this), 0.1, cc.REPEAT_FOREVER, 0, false);

    }
});


```

加载场景前创建n个子弹对象,需要时显示,不需要时隐藏。定时卡顿应该是gc造成的

能从根本上解决这个问题么

试试呗,像这种频繁申请内存释放内存的操作肯定是要避免的,你可以去了解一下内存池