var cjs = createjs,
canvas,
stage,
container,
w = window.innerWidth,
h = window.innerHeight;
function init() {
//设置canvas属性
canvas = document.getElementById(‘game‘);
canvas.width = w;
canvas.height = h;
//创建舞台
stage = new cjs.Stage(canvas);
container = new cjs.Container();//绘制外部容器
stage.addChild(container);
var data = {
images: ["imgs/dance.png"],
frames: {
width: 320,
height: 504,
count: 12
},
animations: {
dance: [0, 11]
}
};
var spriteSheet = new cjs.SpriteSheet(data),
animation = new cjs.Sprite(spriteSheet, "dance");
animation.set({x:0,y:0,scaleX: w/320,scaleY:h/504 });//缩放到全屏
container.addChild(animation);
cjs.Ticker.setFPS(15);//设置游戏帧率
cjs.Ticker.on("tick", stage);
}
1:sprite数据构造
var data = {
images: ["imgs/dance.png"],
frames: {
width: 320, //每帧的宽度
height: 504, //每帧的高度
count: 12 //总的帧数
},
animations: {
dance: [0, 11] //自定义动画名称
}
};
动画数据构造的形式有多种,分每一帧尺寸大小相同和不同的;这里采用的是相同的方法;
2:全频show
var spriteSheet = new cjs.SpriteSheet(data),
animation = new cjs.Sprite(spriteSheet, "dance");//开始就执行 定义的dance动画
animation.set({x:0,y:0,scaleX: w/320,scaleY:h/504 });//缩放到全屏
container.addChild(animation);

CreateJs系列教程之 EaselJs_6_绘制动画走秀(spriteSheet)
原文:http://my.oschina.net/leipeng/blog/530840