please check my code.. did up to image loading..

<!DOCTYPE html>
<!-- Tutorial series by David Rousset: http://blogs.msdn.com/davrous -->
<!-- Based on this EaselJS sample: http://easeljs.com/examples/bitmapAnimation.html -->
<html>
<head>
<title>EaselJS Sprites Tutorial 02</title>

<!-- Import EaselJS Framework -->
<script src="http://code.createjs.com/easeljs-0.5.0.min.js"></script>

<script>
var canvas;
var stage;
var screen_width;
var screen_height;
var bmpAnimation;

var imgMonsterARun = new Image();

function init() {
//find canvas and load images, wait for last image to load



imgMonsterARun.onload = handleImageLoad;
imgMonsterARun.onerror = handleImageError;
imgMonsterARun.src = "img/MonsterARun.png";
}

function reset() {
stage.removeAllChildren();
createjs.Ticker.removeAllListeners();
stage.update();
}

function handleImageLoad(e) {
startGame();
}

function startGame() {
// create a new stage and point it at our canvas:
stage = new createjs.Stage(canvas);

// grab canvas width and height for later calculations:
screen_width = canvas.width;
screen_height = canvas.height;

// create spritesheet and assign the associated data.
var spriteSheet = new createjs.SpriteSheet({
// image to use
images: [imgMonsterARun],
// width, height & registration point of each sprite
frames: { width: 64, height: 64, regX: 32, regY: 32 },
// To slow down the animation loop of the sprite, we set the frequency to 4 to slow down by a 4x factor
animations: {
walk: [0, 9, "walk", 4]
}
});

// to save file size, the loaded sprite sheet only includes left facing animations
// we could flip the display objects with scaleX=-1, but this is expensive in most browsers
// instead, we generate a new sprite sheet which includes the flipped animations
createjs.SpriteSheetUtils.addFlippedFrames(spriteSheet, true, false, false);

// create a BitmapSequence instance to display and play back the sprite sheet:
bmpAnimation = new createjs.BitmapAnimation(spriteSheet);

// set the registration point (the point it will be positioned and rotated around)
// to the center of the frame dimensions:
bmpAnimation.regX = bmpAnimation.spriteSheet.frameWidth/2|0;
bmpAnimation.regY = bmpAnimation.spriteSheet.frameHeight / 2 | 0;

// start playing the first sequence:
// walk_h has been generated by addFlippedFrames and
// contained the right facing animations
bmpAnimation.gotoAndPlay("walk_h"); //walking from left to right

// set up a shadow. Note that shadows are ridiculously expensive. You could display hundreds
// of animated rats if you disabled the shadow.
bmpAnimation.shadow = new createjs.Shadow("#454", 0, 5, 4);

bmpAnimation.name = "monster1";
bmpAnimation.direction = 90;
bmpAnimation.vX = 1;
bmpAnimation.x = 16;
bmpAnimation.y = 32;

// have each monster start at a specific frame
bmpAnimation.currentFrame = 10;
stage.addChild(bmpAnimation);

// we want to do some work before we update the canvas,
// otherwise we could use Ticker.addListener(stage);
createjs.Ticker.addListener(window);
createjs.Ticker.useRAF = true;
createjs.Ticker.setFPS(60);
}

//called if there is an error loading the image (usually due to a 404)
function handleImageError(e) {
console.log("Error Loading Image : " + e.target.src);
}

function tick() {
// Hit testing the screen width, otherwise our sprite would disappear
if (bmpAnimation.x >= screen_width - 16) {
// We've reached the right side of our screen
// We need to walk left now to go back to our initial position
bmpAnimation.direction = -90;
bmpAnimation.gotoAndPlay("walk")
}

if (bmpAnimation.x < 16) {
// We've reached the left side of our screen
// We need to walk right now
bmpAnimation.direction = 90;
bmpAnimation.gotoAndPlay("walk_h");
}

// Moving the sprite based on the direction & the speed
if (bmpAnimation.direction == 90) {
bmpAnimation.x += bmpAnimation.vX;
}
else {
bmpAnimation.x -= bmpAnimation.vX;
}

// update the stage:
stage.update();
}
function mright()
{
canvas = document.getElementById("testCanvas");
imgMonsterARun.src = "img/MonsterARun.png";
}
</script>
</head>

<body>
<div class="description">

</div>
<div class="canvasHolder" onMouseOver="mright()">
<canvas id="testCanvas" width="600" height="64" style="background-color:#607559">
Your browser doesn't support canvas. Please download IE9+ on <a href="http://ie.microsoft.com/testdrive">IE Test Drive</a>
</canvas>
</div>
<button id="Start" onclick=init();>Start</button><button id="Reset" onclick=reset();>Reset</button>
</body>
</html>