Animated Hero who Freezes when he jumps

Hey folks, quick question here. I’m using the tutorial on Platform games from this site
<a href=“http://www.kirupa.com/developer/mx2004/platform_game.htm”>THIS TUTORIAL</a>, to start on a game engine for myself.

No problems understanding the code and all, but All of my hero’s states (standing, walking, jumping, attacking) are animated. My hero is set up so that all his states are in one movie clip and the main movement code is on this “master clip”.

What I can’t figure out is when my character is jumping, to get the rest of the animation to play. I have included the AS with this post for y’all to check out. When I press the UP button, the hero flips over to the JUMP state, but continues to stay at that frame while he’s in the air.

onClipEvent (load) {
    speed = 0;
    maxmove = 15;
    scale = this._xscale;
    jumping = true;
    jump = 0;
}
onClipEvent (enterFrame) {
    if (!_root.bounds.hitTest(this._x, this._y, true) && !jumping) {
        this._y += 12;
    }
    if (_root.dead) {
        this.gotoAndStop("dead");
    } else {
        speed *= .9;
        if (speed>0) {
            dir = "right";
        } else if (speed<0) {
            dir = "left";
        }
        if (dir == "right") {
            this._x += speed;
            _root._x -= speed;
        }
        if (dir == "left") {
            this._x += speed;
            _root._x -= speed;
        }
        if (Key.isDown(Key.LEFT)) {
            if (speed>-maxmove) {
                speed--;
            }
            this.gotoAndStop("run");
            this._xscale = -scale;
        } else if (Key.isDown(Key.RIGHT)) {
            if (speed<maxmove) {
                speed++;
            }
            this._xscale = scale;
            this.gotoAndStop("run");
        }
        if (speed<1 && speed>-1 && !attacking) {
            speed = 0;
            this.gotoAndStop("stand");
        }
        if (Key.isDown(Key.UP) && !jumping) {
            jumping = true;
        }
        if (jumping) {
            this.gotoAndPlay("jump");
            this._y -= jump;
            jump -= .5;
            if (jump<0) {
                falling = true;
            }
            if (jump<-15) {
                jump = -15;
            }
        }
        if (_root.bounds.hitTest(this._x, this._y, true) && falling) {
            jump = 12;
            jumping = false;
            falling = false;
        }
    }
}

Do I need to script in a Key.listener so that as soon as the UP button is pressed to untoggle the jump function so that gravity can set in and the jump animation can play. And, if so, what would be the best way to script that.

I tried to created a game like this a long time ago, and I got so fed up with the jump animation not working, that I just gave up and made the jump state only one frame.

I hope someone can give me some insight on this.

Thank you for your time.