as2 to as3 conversion problem

I’m trying to convert this script to as3. Can you help me convert this line below so I fits into the script.

Teh one line im hung up on (so far)


 
//var tempEnemy = map_mc.attachMovie("enemy", "enemy"+map_mc.getNextHighestDepth(), map_mc.getNextHighestDepth());
 
var tempEnemy = addChild(enemy);

Full script


/**
* Random Movement & Random Direction Change
*
* Version: 1.0
* Author: Philip Radvan
* URL: http://www.freeactionscript.com
*/
//Settings
var enemyArray:Array=[];
var enemySpeed:Number=2;
var enemyTimer:Number=25;
//we will be creating new enemies inside map_mc
//so we set the walk boundry by using map_mc's dimentions
var topBorder:Number=0;
var leftBorder:Number=0;
var botBorder:Number=map_mc.height;
var rightBorder:Number=map_mc.width;
/**
* Create Enemy
*/
function createEnemy(_enemySpeed) {
 
 //attach a new enemy movieclip from the library
 
 //var tempEnemy = map_mc.attachMovie("enemy", "enemy"+map_mc.getNextHighestDepth(), map_mc.getNextHighestDepth());
 var tempEnemy = addChild(enemy);
 
 //set new enemy position to the mouse position
 tempEnemy.X=map_mc.width/2;
 tempEnemy.Y=map_mc.height/2;
 //set this enemy's speed
 tempEnemy.mySpeed=enemySpeed;
 //sets random enemy behavior
 setBehavior(tempEnemy);
 //give each enemy its own onEnterFrame to make it move
 addEventListener(Event.ENTER_FRAME,myFunction);
 function myFunction(event:Event) {
  //check if enemy is within the preset boundry on the X axis, if not, invert xSpeed to go in opposite direction
  if (tempEnemy.X<=leftBorder) {
   tempEnemy.xSpeed=Math.abs(tempEnemy.xSpeed);
  } else if (tempEnemy.X >= rightBorder) {
   tempEnemy.xSpeed=- tempEnemy.xSpeed;
  }
  //update enemy X position by adding the calculated distance
  tempEnemy._x+=tempEnemy.xSpeed;

  //check if enemy is within the preset boundry on the Y axis, if not, invert ySpeed to go in opposite direction
  if (tempEnemy.Y<=topBorder) {
   tempEnemy.ySpeed=Math.abs(tempEnemy.ySpeed);
  } else if (tempEnemy.Y >= botBorder) {
   tempEnemy.ySpeed=- tempEnemy.ySpeed;
  }
  //update enemy Y position by adding the calculated distance
  tempEnemy.Y+=tempEnemy.ySpeed;
  //update enemy timer
  tempEnemy.myTimer--;

 }
}
//sets random enemy behavior
function setBehavior(enemy:MovieClip) {
 //get random action for the X axis 
 var randomAction=Math.round(Math.random() * (2 - 0)) + 0;
 switch (randomAction) {
  case 0 :
   // move right (xSpeed is positive)
   enemy.xSpeed=Math.round(Math.random() * (enemy.mySpeed - 1)) + 1;
   //enemy.xSpeed=Math.random(enemy.mySpeed)*enemy.mySpeed;
   break;
  case 1 :
   // move left (xSpeed is negative)
   enemy.xSpeed= -Math.round(Math.random() * (enemy.mySpeed - 1)) + 1;
   //enemy.xSpeed = -(Math.random(enemy.mySpeed))*enemy.mySpeed;
   break;
  default :
   //
   break;
 }
 //get random action for the Y axis 
 var randomAction2=Math.round(Math.random() * (2 - 0)) + 0;
 switch (randomAction2) {
  case 0 :
   // move down (ySpeed is positive)
   enemy.ySpeed==Math.round(Math.random() * (enemy.mySpeed - 1)) + 1;
   break;
  case 1 :
   // move up (ySpeed is negative)
   enemy.ySpeed = -Math.round(Math.random() * (enemy.mySpeed - 1)) + 1;
   break;
  default :
   //
   break;
 }
}
create_btn.addEventListener(MouseEvent.MOUSE_UP, create);
function create(event:MouseEvent):void {
 createEnemy(enemySpeed);
}