Carousel Help

I have used the tutorial from gotoandlearn.com to create a carousel. I have modified it so that it does not spin until the mouse actually moves however its terribly chunk and I have realised that it doesn’t really do what I want it to do.

so

I have a circle of items and I want it so they dont move until you click on one of the words it moves to the front in a clock wise motion, im totally lost, here is the action script.

items contains a dynamic textfield with the word in it.

var numOfItems:Number = 10;
var radiusX:Number = 232;
var radiusY:Number = 75;
var centerX:Number = Stage.width/2;
var centerY:Number = Stage.height/2;
var speed:Number = 0.05;
var moving:Boolean = true;
var boxes:Array = new Array();
//math.PI is equal to the radium of 360 degrees devided by the number of items.
for(var i=0;i<numOfItems;i++)
{
var t = this.attachMovie(“item”,“item”+i,i+1);
t.angle = i * ((Math.PI*2)/numOfItems);
t.onEnterFrame = setPos;
boxes.push(t);
t.onRelease = clicked;
}
//cos = angle which presents the ratio of the sides of item x axis
//sin = angle which presents the ratio of the sides of item y axis
function clicked()
{
trace(“pos”+this.angle);
}

function stopMoving()
{
moving = false
trace(“timer”)
clearInterval(stopTimer);
}

function mover()
{
for(var i=0;i<numOfItems;i++)
{
boxes*.angle += boxes*._parent.speed;
}
}

function setPos()
{
if(moving)
{
this._x = Math.cos(this.angle) * radiusX + centerX;
this._y = Math.sin(this.angle) * radiusY + centerY;
var s:Number = this._y / (centerY+radiusY);
this._xscale = this._yscale = s *100;
this.swapDepths(Math.round(this._xscale) + 100);
}
}

this.onMouseMove = function()
{
mover();
speed = (this._xmouse-centerX)/1500;
}

var stopTimer = setInterval(this, stopMoving, 100);