JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://rawgithub.com/CreateJS/EaselJS/master/lib/easeljs-0.6.1.min.js"></script>
<script src="https://rawgithub.com/CreateJS/PreloadJS/master/lib/preloadjs-0.3.1.min.js"></script>

<canvas id="animationCanvas" width ='400' height='300'></canvas>

JavaScript

var startPosition = {x:50, y:50};
    var imageUrl = "https://raw.github.com/CreateJS/EaselJS/master/examples/assets/runningGrant.png";
    var assets = [];
    var loader;
    var spriteSheet;
$(function(){

    
    // create a new stage and point it at our canvas:
	var stage = window.stage = new createjs.Stage(document.getElementById("animationCanvas"));
    
    //Then use the preload like this :
    var manifest = [{
        src: imageUrl,
        id: "grant"
        }
    ];

    loader = new createjs.LoadQueue(false);
    loader.onFileLoad = handleFileLoad;
    loader.onComplete = onResourcesLoaded;
    loader.loadManifest(manifest);
});

//and the callback functions :

function handleFileLoad(event) {
    assets.push(event.item);
}

function onResourcesLoaded() {

    for (var i = 0; i < assets.length; i++) {
        var item = assets[i];
        var id = item.id;
        var result = loader.getResult(id);

        if (item.type == createjs.LoadQueue.IMAGE) {
            // this does NOT trigger the loading process, it can be removed
            var bmp = new createjs.Bitmap(result);
            
            spriteSheet = new createjs.SpriteSheet({
                "animations": {
                    "none": [0, 0],
                    "run": [0, 25],
                    "jump": [26, 63]
                },
                //this line in YOUR version triggered an own loading process, independent from the queue
                "images": [result],  
                "frames": {
                    "height": 292.5,
                    "width":165.75,
                    "regX": 0,
                    "regY": 0,
                    "count": 64
                }
            });
            
            //add to the stage with my spritesheet :
            var sprite = new createjs.BitmapAnimation(spriteSheet);
            sprite.x = startPosition.x;
            sprite.y = startPosition.y;
        
            // Add the sprite to the stage.
           ...