title: The sprite animation in my simple easeljs script is not showing up
body: <p>I am trying my hand at easeljs and animating a spritesheet. This is the first time I am working with sprites and as such am not knowledgeable about them.</p>
  
  <p>My simple easeljs code to show this specific animation is;</p>
  
  <pre><code>var stage;
  
  function init() {
  
      // create a new stage and point it at our canvas:
      stage = new createjs.Stage(document.getElementById("demoCanvas"));
  
       var data = {
           images: ["http://i.imgur.com/g5WtL7v.png"],
           frames: {width:256, height:256},
           animations: {
              run:[0,4]
              }
       };
  
       var spriteSheet = new createjs.SpriteSheet(data);
       var animation = new createjs.BitmapAnimation(spriteSheet);
       animation.gotoAndPlay("run");
  
  }
  </code></pre>
  
  <p>But the sprite doesn't shows up on the canvas at all. WHat am I doing wrong?</p>
  
  <p>Additional question;
  defining frames in easeljs can be done by</p>
  
  <pre><code>frames: [ // x, y, width, height, imageIndex, regX, regY
  </code></pre>
  
  <p>While I do understand width and height, what are x, y, imageIndex and regX, regY. The documentaion explains how I can use these parameters but for someone who is working with sprites for the 1st time in my life, I just dont know what these terms mean.</p>
  
  <p>EDIT: I have also tried changing the code as such;</p>
  
  <pre><code> var stage;
  
  function init() {
  
      // create a new stage and point it at our canvas:
      stage = new createjs.Stage("demoCanvas");
  
      var data = {
          images: ["http://i.imgur.com/g5WtL7v.png"],
          frames: {width:256, height:256, count:8},
          animations: {
              run:[0,4, true]
          }
      };
  
      var ss = new createjs.SpriteSheet(data);
      var animation = new createjs.BitmapAnimation(ss);
  
      animation.x = 100;
      animation.y = 100;
  
      stage.addChild(animation);
  
      createjs.Ticker.setFPS(60);
      createjs.Ticker.addEventListener("tick", stage);
  }
  </code></pre>
  
  <p>But I am still seeing a blank canvas...</p>