Carousel buttond are dead

hi all - and hello - first post an all.

I’ve created a carousel menu - looks good and scrolls well- but after importing the graphics and everything I just can’t get the objects to act as buttons - the buttons are created within the objects - and whilst they show the mouseover icon, mouse click just doesn’t work - code is below - men1,men2 ect are movie clip objects. thanks

var gPhase:Number = 0;
var gDelta:Number;
var gXamp:Number;
var gYamp:Number;
var gXcenter:Number;
var gYcenter:Number;
// rate of change
gDelta = 1;
// XY amplitude and offset for sin cos equations
gXamp = 220;
gXcenter = 800/2;
gYamp = 15;
gYcenter = 280;
_root.onEnterFrame = function(){
// rate of change depends on mouse distance from center screen
// gDelta is 1 when the mouse is at the screen edge and
// gDelta is 0 at center
gDelta = (_root._xmouse - (800/2)) / 225;
// sin and cos uses radians, and 2 PI radian is a full circle
// basically, gPhase only goes from 0 to 2 for forward rotation and
// 0 to -2 for reverse rotation
if(gPhase<2 && gPhase>-2){
gPhase = gPhase + gDelta / 100;
}
// otherwise, you reset to 0. just like after 360 degrees, you go
// back to 0 degrees
else{
gPhase=0;
}

// rotation calculations for position
// I manually placed the registration point of the
// objects at the object center so it’ll scale without problems
// As a review of the “wave” equation,
// range is -gXamp to gXamp(amplitude)
// position within rotation is gPhase * Math.PI
// offset is gXcenter
men1._x=gXampMath.cos(gPhase * Math.PI) + gXcenter;
men1._y=gYamp
Math.sin(gPhase * Math.PI) + gYcenter;
// size calculations
// The idea with the size calculations is to do smaller
// amplitudes, but to offset it so that the numbers don’t
// go into the negative direction
// 70 is start position, and range is from -30 to 30
// meaning, the scale changes between 70-30=40 and 70+30=100
men1._xscale=30Math.sin(gPhase * Math.PI)+70;
men1._yscale=30
Math.sin(gPhase * Math.PI)+70;
men1.swapDepths(Math.round(men1._xscale) + 100);

// with the remaining objects, you’ll want to offset the gPhase.
// A phase difference of 1 means 180 degrees difference.
// In this case, since 2 is a full circle,
// we want 2/3 difference because we have 3 objects
// this is 1/3 of the circle
men2._x=gXampMath.cos((gPhase + 6/7) * Math.PI) + gXcenter;
men2._y=gYamp
Math.sin((gPhase + 6/7)* Math.PI) + gYcenter;
men2._xscale=30Math.sin((gPhase + 6/7) * Math.PI)+70;
men2._yscale=30
Math.sin((gPhase +6/7) * Math.PI)+70;
men2.swapDepths(Math.round(men2._xscale) + 100);

// (2/3)2 give it another 1/3 circle difference
men3._x=gXamp
Math.cos((gPhase + (6/7)2) * Math.PI) + gXcenter;
men3._y=gYamp
Math.sin((gPhase + (6/7)2) Math.PI) + gYcenter;
men3._xscale=30*Math.sin((gPhase + (6/7)2) * Math.PI)+70;
men3._yscale=30
Math.sin((gPhase +(6/7)*2) * Math.PI)+70;
men3.swapDepths(Math.round(men3._xscale) + 100);

men4._x=gXampMath.cos((gPhase + (6/7)3) * Math.PI) + gXcenter;
men4._y=gYamp
Math.sin((gPhase + (6/7)3) Math.PI) + gYcenter;
men4._xscale=30
Math.sin((gPhase + (6/7)3) * Math.PI)+70;
men4._yscale=30
Math.sin((gPhase +(6/7)*3) * Math.PI)+70;
men4.swapDepths(Math.round(men4._xscale) + 100);

men5._x=gXampMath.cos((gPhase + (6/7)4) * Math.PI) + gXcenter;
men5._y=gYamp
Math.sin((gPhase + (6/7)4) Math.PI) + gYcenter;
men5._xscale=30
Math.sin((gPhase + (6/7)4) * Math.PI)+70;
men5._yscale=30
Math.sin((gPhase +(6/7)*4) * Math.PI)+70;
men5.swapDepths(Math.round(men5._xscale) + 100);

men6._x=gXampMath.cos((gPhase + (6/7)5) * Math.PI) + gXcenter;
men6._y=gYamp
Math.sin((gPhase + (6/7)5) Math.PI) + gYcenter;
men6._xscale=30
Math.sin((gPhase + (6/7)5) * Math.PI)+70;
men6._yscale=30
Math.sin((gPhase +(6/7)*5) * Math.PI)+70;
men6.swapDepths(Math.round(men6._xscale) + 100);

men7._x=gXampMath.cos((gPhase + (6/7)6) * Math.PI) + gXcenter;
men7._y=gYamp
Math.sin((gPhase + (6/7)6) Math.PI) + gYcenter;
men7._xscale=30
Math.sin((gPhase + (6/7)6) * Math.PI)+70;
men7._yscale=30
Math.sin((gPhase +(6/7)*6) * Math.PI)+70;
men7.swapDepths(Math.round(men7._xscale) + 100);
}