I have some PNG image on a stage in Animate CC, how to possible change/swap an image with another PNG that imported to Library with code?
To add image from Library you need to set AS3 class (let it be image.flame) for that image and then
import image.flame;
import flash.display.Bitmap;
import flash.display.BitmapData;
var aRaster:BitmapData = new image.flame();
var aBitmap:Bitmap = new Bitmap(aRaster);
aBitmap.name = "Flame";
addChild(aBitmap);
Removing is a bit more tricky, probably.
1) If Animate CC allows to name bitmap instances then you are in luck and can just name it (e.g. Flame) and then:
removeChild(getChildByName("Flame"));
1.1) Also you can wrap that bitmap with a MovieClip and give it a proper name. I think it is the most reliable way.
2) If Animate CC does not allow to name bitmaps, just as CS6 that I have doesn't, then you are up to few options.
2.1) If your bitmap is the only child in its container, just remove it with
removeChildAt(0);
2.2) If it is the only bitmap among some other content, you can find it and remove:
for (var i:int = 0; i < numChildren; i ++)
{
var aChild:Bitmap = getChildAt(i) as Bitmap;
if (aChild)
{
removeChild(aChild);
break;
}
}
2.3) If that bitmap is one of many, and there are other content in this container, well... guess its depth and removeChildAt(...) it, or go for option #1.1 and wrap that bitmap with a MovieClip for it to have instance name and available for removal.
P.S. Just a side note, prior to CS6 I recall that Flash converted bitmaps (Bitmap class) into bitmap-filled shapes (Shape class), so #1.1 is your best friend anyway.