Right. Realize that a "Sprite" in the AS3 library represents a graphical object that doubles as a container for more graphical objects. What you've created is a Bitmap, which is a class used for rendering BitmapData objects to the screen.
I suppose you could do something like this:
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
public class PlayerClass extends Bitmap
{
[Embed(source='../bin/player.png')] private static var ImgPlayer:Class;
[Embed(source='../bin/player2.png')] private static var ImgPlayer2:Class;
[Embed(source='../bin/player3.png')] private static var ImgPlayer3:Class;
private static var playerImage:BitmapData = (new ImgPlayer).bitmapData;
private static var playerImage2:BitmapData = (new ImgPlayer2).bitmapData;
private static var playerImage3:BitmapData = (new ImgPlayer3).bitmapData;
public function PlayerClass()
{
// assign the bitmap image like this
bitmapData = playerImage;
}
}
}
Then you can assign the Bitmap object's
bitmapData property to any of those three BitmapData objects on the fly. It's not the most convenient method if you want to display an animated bitmap, but it should work.
Sorry if that code is flawed at all, I was just about to head off to bed.