Adapting rotating images script to use keytrokes instead of _xmouse

The script works fine but it works on mouse movements. I want to control it by the keys “left” and right". The problem lies is the "_xmouse " it should take it variables from the keys left and right.
I attached the fla to it, so you see I was trying to add the key left and right to it…

Who can help me???

-------org script----------

imagelist = [“images/01.jpg”, “images/02.jpg”, “images/03.jpg”, “images/04.jpg”, “images/05.jpg”, “images/06.jpg”, “images/07.jpg”, “images/01.jpg”], “images/01.jpg”]

MovieClip.prototype.rotation_menu = function (imageList, posX, posY, alpha, focus, posZ, radius, loading, turnfactor)
{
var angle = 0;
var images = [];
var pi = 2 * Math.PI;
var image, dimension, piangle;
var xfactor = 300;

this._x = posX;
this._y = posY;
this._alpha = alpha;

for (var i = 0; i < imageList.length; i++)
{
image = this.attachMovie (“loadingclips”, “image” + i, i);
image.wphase = pi / imageList.length * i;
image.container.loadMovie (imageList*);
if (loading == false) image.window._visible = 0;
images.push (image);
}
this.onEnterFrame = function ()
{
xfactor =_root.keyposX;

angle += center._xmouse / turnfactor;

if (angle >= pi) angle -= pi;
if (angle < 0) angle += pi;

for (var i = 0; i < images.length; i++)
{
image = images*;
image.x = radius * Math.cos (image.wphase + angle);
image.z = radius * Math.sin (image.wphase + angle) + posZ;
dimension = focus / image.z;
piangle = Math.atan2 (image.x, image.z);
image._x = image.x * dimension;
image._xscale = -100 * dimension * Math.sin (image.wphase + angle + piangle);
image._yscale = 100 * dimension;
image.swapDepths (-(int (image.z)));
}
};
}
// imageList, posX, posY, alpha, focus, posZ, radius, loading, turnfactor
center.rotation_menu (imagelist, Stage.width/2, Stage.height/2, 100, 600, 600, 200, true, 8000);