I think this may do what you want:
In the library, give the bitmap a linkage name (double-click in the Linkage column next to the bitmap's name).
var myImage= new Image();
myImage.onload = drawShape;
myImage.src = img.myTestLinkageName.src;
DO NOT create any variables named "img". That name is used by CreateJS to hold the collection of all loaded bitmaps.
I just tested using the exact code you posted, and it worked fine. Are you sure you haven't overwritten img anywhere else in your code? Try doing a console.log(img);
Ugh, spritesheets. I never use them because of all the problems they cause, but maybe this would work. Try:
var myImage = new lib.spot_0_0;
Then pass myImage directly to beginBitmapFill.
Tried that before. It seems spriteSheets really complicate the issue.
This may be overkill, but it works whether or not spritesheets are enabled. Copies the image to a secondary canvas, then uses that canvas as the fill pattern.
var imgLib = new lib.spot_0_0;
var imgBounds = imgLib.getBounds();
imgLib.cache(imgBounds.x, imgBounds.y, imgBounds.width, imgBounds.height);
var myImage = imgLib.cacheCanvas;
I'll give it a try tomorrow. Thanks for the help on this