diff --git a/flixel/FlxSprite.hx b/flixel/FlxSprite.hx
index 24fced3484..00002c76d8 100644
--- a/flixel/FlxSprite.hx
+++ b/flixel/FlxSprite.hx
@@ -23,9 +23,6 @@ import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
using flixel.util.FlxColorTransformUtil;
-@:keep @:bitmap("assets/images/logo/default.png")
-private class GraphicDefault extends BitmapData {}
-
// TODO: add updateSizeFromFrame bool which will tell sprite whether to update it's size to frame's size (when frame setter is called) or not (useful for sprites with adjusted hitbox)
// And don't forget about sprites with clipped frames: what i should do with their size in this case?
@@ -621,13 +618,19 @@ class FlxSprite extends FlxObject
animation.update(elapsed);
}
+ @:noCompletion
+ private function checkEmptyFrame()
+ {
+ if (_frame == null)
+ loadGraphic("flixel/images/logo/default.png");
+ }
+
/**
* Called by game loop, updates then blits or renders current frame of animation to the screen
*/
override public function draw():Void
{
- if (_frame == null)
- loadGraphic(FlxGraphic.fromClass(GraphicDefault));
+ checkEmptyFrame();
if (alpha == 0 || _frame.type == FlxFrameType.EMPTY)
return;
@@ -891,8 +894,7 @@ class FlxSprite extends FlxObject
@:noCompletion
private function calcFrame(RunOnCpp:Bool = false):Void
{
- if (frame == null)
- loadGraphic(FlxGraphic.fromClass(GraphicDefault));
+ checkEmptyFrame();
if (FlxG.renderTile && !RunOnCpp)
return;
diff --git a/include.xml b/include.xml
index a76024e386..4a6dce295c 100644
--- a/include.xml
+++ b/include.xml
@@ -10,7 +10,10 @@
-
+