Please see my comment about conditional compilation.
Are you saying that flash and air targets directly load. swf files, while html5 uses the swf library?
What I meant at first was that using the SWF library could export solutions for all target platforms. If there is no such method, it can only be done this way
Thatâs right.
Yesâas far as I know, using the .bundle does not work for Flash. I believe it was created as a solution for supporting multiple targets, but not as a replacement for the native technology.
As an alternative to swf format, you can use animate atlas.
Tilemap can play sprite table animations, but cannot be used to create character animations because it is not a display object and cannot even exchange depth occlusion relationships with other characters on a basic level!
The exchange of hierarchy depth (occlusion relationship) between roles is a fundamental role operation that tilemap cannot achieve! And the tilemap range is stage. w stage. h, which is too large. Multiple different roles require multiple tilemaps, so itâs better to use a bitmap directly. It doesnât mean anything else, just to express what I found in my research
You can manage depth with tilemap.
There is also sprite support, you donât have to use tilemap.
AnimateAtlasSprite
is basically Sprite
.
var animateSpriteAtlasSheet:AnimateSpriteAtlasSheet = cast AnimateAtlasAssetManager.loadAssetSync("assets/ninja-girl", AnimateSpriteAtlasSheet);
var animation = new AnimateAtlasSprite(animateSpriteAtlasSheet);
animation.x = stage.stageWidth / 2;
animation.y = stage.stageHeight / 2;
addChild(animation);