function Sprite(spriteSheet, frameOrAnimation) {
		this.DisplayObject_constructor();
		
		
	// public properties:
		/**
		 * The frame index that will be drawn when draw is called. Note that with some {{#crossLink "SpriteSheet"}}{{/crossLink}}
		 * definitions, this will advance non-sequentially. This will always be an integer value.
		 * @property currentFrame
		 * @type {Number}
		 * @default 0
		 * @readonly
		 **/
		this.currentFrame = 0;
	
		/**
		 * Returns the name of the currently playing animation.
		 * @property currentAnimation
		 * @type {String}
		 * @final
		 * @readonly
		 **/
		this.currentAnimation = null;
	
		/**
		 * Prevents the animation from advancing each tick automatically. For example, you could create a sprite
		 * sheet of icons, set paused to true, and display the appropriate icon by setting <code>currentFrame</code>.
		 * @property paused
		 * @type {Boolean}
		 * @default false
		 **/
		this.paused = true;
	
		/**
		 * The SpriteSheet instance to play back. This includes the source image, frame dimensions, and frame
		 * data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information.
		 * @property spriteSheet
		 * @type {SpriteSheet}
		 * @readonly
		 **/
		this.spriteSheet = spriteSheet;
	
		/**
		 * Specifies the current frame index within the currently playing animation. When playing normally, this will increase
		 * from 0 to n-1, where n is the number of frames in the current animation.
		 *
		 * This could be a non-integer value if
		 * using time-based playback (see {{#crossLink "Sprite/framerate"}}{{/crossLink}}, or if the animation's speed is
		 * not an integer.
		 * @property currentAnimationFrame
		 * @type {Number}
		 * @default 0
		 **/
		this.currentAnimationFrame = 0;
	
		/**
		 * By default Sprite instances advance one frame per tick. Specifying a framerate for the Sprite (or its related
		 * SpriteSheet) will cause it to advance based on elapsed time between ticks as appropriate to maintain the target
		 * framerate.
		 *
		 * For example, if a Sprite with a framerate of 10 is placed on a Stage being updated at 40fps, then the Sprite will
		 * advance roughly one frame every 4 ticks. This will not be exact, because the time between each tick will
		 * vary slightly between frames.
		 *
		 * This feature is dependent on the tick event object (or an object with an appropriate "delta" property) being
		 * passed into {{#crossLink "Stage/update"}}{{/crossLink}}.
		 * @property framerate
		 * @type {Number}
		 * @default 0
		 **/
		this.framerate = 0;
	
	
	// private properties:
		/**
		 * Current animation object.
		 * @property _animation
		 * @protected
		 * @type {Object}
		 * @default null
		 **/
		this._animation = null;
	
		/**
		 * Current frame index.
		 * @property _currentFrame
		 * @protected
		 * @type {Number}
		 * @default null
		 **/
		this._currentFrame = null;
		
		/**
		 * Skips the next auto advance. Used by gotoAndPlay to avoid immediately jumping to the next frame
		 * @property _skipAdvance
		 * @protected
		 * @type {Boolean}
		 * @default false
		 **/
		this._skipAdvance = false;

		// Docced in superclass
		this._webGLRenderStyle = createjs.DisplayObject._StageGL_SPRITE;

		if (frameOrAnimation != null) { this.gotoAndPlay(frameOrAnimation); }
	}
Displays a frame or sequence of frames (ie. an animation) from a SpriteSheet instance. A sprite sheet is a series of
images (usually animation frames) combined into a single image. For example, an animation consisting of 8 100x100
images could be combined into a 400x200 sprite sheet (4 frames across by 2 high). You can display individual frames,
play frames as an animation, and even sequence animations together.

See the {{#crossLink "SpriteSheet"}}{{/crossLink}} class for more information on setting up frames and animations.

<h4>Example</h4>

     var instance = new createjs.Sprite(spriteSheet);
     instance.gotoAndStop("frameName");

Until {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} is called,
only the first defined frame defined in the sprite sheet will be displayed.

@class Sprite
@extends DisplayObject
@constructor
@param {SpriteSheet} spriteSheet The SpriteSheet instance to play back. This includes the source image(s), frame
dimensions, and frame data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information.
@param {String|Number} [frameOrAnimation] The frame number or animation to play initially.