While it's hard to tell exactly what you are doing wrong without seeing the 
rest of your code, there are a few things to point out right away.

The idea of a sprite sheet is to have all your sprites in one single image, 
and divide that image up into discrete sprites inside the program. For 
example you could have something like this:
http://s17.postimg.org/4mwxfrdob/running.png

..where all the images of player is combined in sequence. To access them as 
an animation you have some options, but I'm quite sure you generally do not 
want to hard code the animations frame by frame as you are doing. Try 
something like this:

#!/usr/bin/env python

import cocos
import pyglet

# load the example running.png as a pyglet image
spritesheet = pyglet.image.load('running.png')

# use ImageGrid to divide your sprite sheet into smaller regions
grid = pyglet.image.ImageGrid(spritesheet, 2, 2, item_width=48, 
item_height=48)

# convert to TextureGrid for memory efficiency
textures = pyglet.image.TextureGrid(grid)

# access the grid images as you would items in a list
# this way you get a sequence for your animation
PlayerRight = textures[:2]
PlayerLeft = textures[2:4]

# create pyglet animation objects from the sequences
MovingRight = pyglet.image.Animation.from_image_sequence(PlayerRight, 0.2, 
loop=True)
MovingLeft = pyglet.image.Animation.from_image_sequence(PlayerLeft, 0.2, 
loop=True)

class Main(cocos.layer.Layer):
    def __init__(self):
        super(Main, self).__init__()
      
        # finally, create a cocos sprite which you can add/remove from 
layers
        player_move_right = cocos.sprite.Sprite(MovingRight)
        player_move_right.position = 100, 100
        
        self.add(player_move_right, name='player')

if __name__ == '__main__':

    width, height = 200, 200
    cocos.director.director.init(width, height, 
do_not_scale=True,vsync=False)
    cocos.director.director.run(cocos.scene.Scene(Main()))

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