There is no built-in “reverse” play method in the sprite API (neither the old API you’re using nor the new one). So, what you need to do is create 2 sprite sequences in a frame-ordered notation (the first one, going forward, could be standard but the “backwards” one needs to be specified by frames). There is documentation on how to set this up… you might need to use “multi-sprites” if you’re using the original API. The newer API makes it much easier IMHO. 
Once you have both your “forward” and “backward” sequences set up, play the first one just *once* in the forward direction (no looping or bounce-back!). You’ll need to use an “onComplete” listener for that “forward” sprite animation. When it completes, and triggers the completion function that you specify and create, begin a 5 second timer. Finally, when that timer completes, play your “backwards” sprite, again just once with no looping or bounce-back.
An alternative to using the onComplete listener is just delaying the play of your “backwards” animation by 5 seconds + the time of your “forward” animation. So if your forward animation takes 1 second, then set a timer for 6 seconds to begin your next animation.
It might sound tedious to set it all up that way, but it’s simple enough in the overall scope. Shouldn’t be more than 10 lines of code for the additional sequence, timer, etc.
Brent
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