Sorry for the delay, on the latest development build, I was able to fix the preloader by removing back.width = w;
and back.height = h
from your preloader code. Initially on HTML5, BitmapData
is not fully loaded, so the bitmapData.width
and height
are each zero. Setting bitmap.width
and height
applies a scale, which ends up creating trouble. Open to ideas if this can be handled better somehow. Otherwise, you should be able to Assets.loadBitmapData
(with a non-embedded asset, perhaps of a different asset library of some kind?) or the simpler BitmapData.loadFromFile
, which provides a callback so you can manage your image after it’s fully loaded, when this code is guaranteed to work. I didn’t see an issue with the sound, at least on this machine