Your saying if one instance is large and explodes and another smaller instance is hit and explodes then the first instances explosion is set to the scale of the latter?
This sounds like a "picking" issue.
Make sure you condition out old sprite1 that are already exploding...
maybe use an instance variable isExploding=0 then set to isExploding=1 at start of exploding animation, then use isExploding=0 to condition out old ones when creating new explosions...