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setImage() will load an un-specified asset on the fly.. the simple sprite.image is a raw setter of image data.. so use setImage() and only image= if you need some extra boost. I don't think it's much of a difference though, I might just deprecate sprite.image= in total.
Changing the image of my sprite via:
sprite.image is not working, I get "TypeError" on jaws.js.
However, doing sprite.setImage ("new_image.png") is working.
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