New sprite library jitter.

For some reason, when I use display.newSprite to animate my sprites, the result is not very smooth. They’re two frame animations, but they play as if one frame is lasting longer than the other.

This is how I create my sprite using the new sprite library:

[lua]

    local sheet = graphics.newImageSheet(“Heroes/” … enemy.name … “.png”, {width=32, height=32, numFrames=8})

    local sequenceData = {

        {name=“up”, start=1, count=2, time=300, loopCount=0, loopDirection=“forward”},

        {name=“down”, start=3, count=2, time=300, loopCount=0, loopDirection=“forward”},

        {name=“left”, start=5, count=2, time=300, loopCount=0, loopDirection=“forward”},

        {name=“right”, start=7, count=2, time=300, loopCount=0, loopDirection=“forward”}

    }

    

    local enemySprite = display.newSprite(sheet, sequenceData)

[/lua]

[lua]
                self:setSequence(“right”)

                self:play()
[/lua]

Getting rid of the loopCount and loopDirection optional parameters doesn’t change anything.  However, when I use the old sprite library, it works.

[lua]
    local sheet = sprite.newSpriteSheet( “Heroes/” … enemy.name … “.png”, 32, 32 )

    

    local set = sprite.newSpriteSet(sheet, 1, 8)

    sprite.add( set, “up”, 1, 2, 300, 0 )

    sprite.add( set, “down”, 3, 2, 300, 0 )

    sprite.add( set, “left”, 5, 2, 300, 0 )

    sprite.add( set, “right”, 7, 2, 300, 0 )

    local enemySprite = sprite.newSprite( set )

[/lua]

[lua]
                self:prepare(“right”)

                self:play()
[/lua]

Can anybody explain why this is happening?