HTML5 Canvas not working when published from Animate CC
<p>I am publishing a document from Animate CC as an HTML file. I have experience as a flash designer, and usually I use the Google Swiffly convertor for this, but my client wants to use the packaged HTML file. When I check it is Chrome it says:</p>

<p>Uncaught ReferenceError: images is not defined</p>

<p>I think I have defined the images in the js file:</p>

<pre><code>(function (lib, img, cjs, ss) {

var p; // shortcut to reference prototypes
lib.webFontTxtFilters = {}; 

// library properties:
lib.properties = {
    width: 160,
    height: 600,
    fps: 24,
    color: "#FFFFFF",
    webfonts: {},
    manifest: [
        {src:"images/Image.png", id:"Image"},
        {src:"images/Image_0.png", id:"Image_0"},
        {src:"images/Image_1.png", id:"Image_1"},
        {src:"images/Image_2.png", id:"Image_2"},
        {src:"images/Frame1background.png", id:"Frame1background"},
        {src:"images/Frame2background.jpg", id:"Frame2background"},
        {src:"images/Frame4background.jpg", id:"Frame4background"},
        {src:"images/Hotelpngcopy.jpg", id:"Hotelpngcopy"},
        {src:"images/Yotellogobigpngcopy.png", id:"Yotellogobigpngcopy"},
        {src:"images/yotel2V0A168715520152.jpg", id:"yotel2V0A168715520152"},
        {src:"images/YOTELNewYorkTerrace.jpg", id:"YOTELNewYorkTerrace"}
    ]
};
</code></pre>

<hr>

<p>Do you know what code I have to add in here?</p>

<pre><code>&lt;!DOCTYPE html&gt;
&lt;html&gt;
&lt;head&gt;
&lt;meta charset="UTF-8"&gt;
&lt;title&gt;Yotel 160x600_Flash_Canvas&lt;/title&gt;
&lt;!-- write your code here --&gt;


&lt;script src="https://code.createjs.com/createjs-2015.11.26.min.js"&gt;&lt;/script&gt;
&lt;script src="Yotel 160x600_Flash_Canvas.js"&gt;&lt;/script&gt;
&lt;script&gt;
var canvas, stage, exportRoot;
function init() {
    // --- write your JS code here ---

    canvas = document.getElementById("canvas");
    images = images||{};

    var loader = new createjs.LoadQueue(false);
    loader.addEventListener("fileload", handleFileLoad);
    loader.addEventListener("complete", handleComplete);
    loader.loadManifest(lib.properties.manifest);
}

function handleFileLoad(evt) {
    if (evt.item.type == "image") { images[evt.item.id] = evt.result; }
}

function handleComplete(evt) {
    exportRoot = new lib.Yotel160x600_Flash_Canvas();

    stage = new createjs.Stage(canvas);
    stage.addChild(exportRoot);
    stage.update();
    stage.enableMouseOver();

    createjs.Ticker.setFPS(lib.properties.fps);
    createjs.Ticker.addEventListener("tick", stage);
}

&lt;/script&gt;

&lt;!-- write your code here --&gt;

&lt;/head&gt;
&lt;body onload="init();" style="background-color:#D4D4D4;margin:0px;"&gt;
    &lt;canvas id="canvas" width="160" height="600" style="background-color:#FFFFFF"&gt;&lt;/canvas&gt;
&lt;/body&gt;
&lt;/html&gt;
</code></pre>

<p>thanks</p>