These references are wrong
addSpriteFramesWithFile
createWithSpriteFrameName
SpriteFrameCache.getSpriteFrameByName
createWithSpriteFrame
http://cocos2d-x.org/docs/programmers-guide/3/index.html
In lib CCSpriteFrameCache.js have:
addSpriteFrames
_createSpriteFrames
getSpriteFrame
Loading Sprite Sheet worked with this:
var cache = cc.spriteFrameCache.addSpriteFrames("res/spritesheet.plist", "res/spritesheet.png");
Now:
How to access a image by name in plist?
How creating a Sprite from a SpriteFrame?
How creating a Sprite from SpriteFrameCache?
Submit a PR 
My guess is eventually they’d like both c++ and js APIs to use the same names, but @slackmoehrle can take a look and figure out. I tried to quickly go and check this and was planning to PR real quick, but you are correct that the API seems to use some JS-specific usage Sprite.create('#frame_name.png') vs others cc.spriteFrameCache.addSpriteFrames where the former may be desired and the latter should be reconciled either by adding a c++ method with same name or changing the js name.
Thks for reply stevetranby.
In this Flappy demo:
cc.AnimationCache.getInstance().addAnimations("Resources/flappy_frame.plist");
This “getInstance” also no exist.
I succeed analyzing tests:
Player:
var cache = cc.spriteFrameCache.addSpriteFrames(res.grossini_plist, res.grossini_png); // sprite cache
sprite = new cc.Sprite("#grossini_dance_02.png"); // create sprite
sprite.x = x;
sprite.y = y;
var spriteBatch = new cc.SpriteBatchNode(res.grossini_png);
spriteBatch.addChild(sprite);
layer.addChild(spriteBatch);
Animation:
animFrames = [];
str = "grossini_dance_04.png";
frame = cc.spriteFrameCache.getSpriteFrame(str);
animFrames.push(frame);
str = "grossini_dance_05.png";
frame = cc.spriteFrameCache.getSpriteFrame(str);
animFrames.push(frame);
animationRight = new cc.Animation(animFrames, animation_time);
Play
sprite.runAction(cc.animate(animationRight).repeatForever());
Stop
sprite.stopAction(cc.animate(animationRight));
Stop Error:
Uncaught TypeError: Cannot read property '__instanceId' of null
Now how stop animation?
I go use this:
function playAnimeRight() {
var kludge = function () {
sprite.runAction(cc.animate(animationRight));
play = setTimeout(kludge ,1000);
}
kludge ();
}
function stopAnimeRight() {
clearTimeout(play);
}
as for first question in c++ you can do this:
mysprite->setSpriteFrame(Sprite::create("other_frame.png")->getSpriteFrame());
I guess it should be the same in js.
Thks piotrros
I solve the first question with spriteFrameCache:
var cache = cc.spriteFrameCache.addSpriteFrames(res.grossini_plist, res.grossini_png);
var sprite = new cc.Sprite("#grossini_dance_02.png");
In javascript, “get” seems be #.