Cocos-js 动画设置setLoops播放指定次数无效

createEnemy:function(){
var enemy = new EnemySprite(res.Enemy1_png);
var x = cc.winSize.width*cc.random0To1();
enemy.attr({
x: x,
y: cc.winSize.height-enemy.height/2
//scale: 0.5,
//rotation: 180
});

    this.addChild(enemy, 4);
    this.enemySprites.push(enemy);

    var flyTime = cc.winSize.height/10*0.03;
    //cc.log("flyTime:"+flyTime);
    var dorpAction = cc.MoveTo.create(flyTime, cc.p(enemy.x,-enemy.height/2));
    enemy.runAction(dorpAction);

    var hitAni = cc.Animation.create();  //利用动画保存每一帧的图片
    hitAni.addSpriteFrameWithFile("res/enemy1_down1.png");
    hitAni.addSpriteFrameWithFile("res/enemy1_down2.png");
    hitAni.addSpriteFrameWithFile("res/enemy1_down3.png");
    hitAni.addSpriteFrameWithFile("res/enemy1_down4.png");
    hitAni.setDelayPerUnit(0.15);  //每一帧播放的间隔
    hitAni.setLoops(1);
    hitAni.setRestoreOriginalFrame(false);
    enemy.runAction(cc.RepeatForever.create(cc.Animate.create(hitAni)));

}

setLoops()
设为0,则停在第一帧,不播放动画(正常)
设为-1,则无限循环(正常)
设为大于1,则无限循环,按API上应该是播放我设置的数字,请问如何解决?

:2: :2::2::2::2::2:

有人知道吗?。。。

var seqAc = cc.Sequence.create(cc.Animate.create(hitAni), cc.CallFunc.create(function () {
enemy.removeFromParent();
}, enemy));

    enemy.runAction(seqAc);