Conversion AS 2.0 => AS 3.0

I recently purchased Flash CS3 and I was surprised to see that when I initially compiled my movie, none of the actions worked - in fact, several errors occurred.

I then realized I was compiling under AS3.0 document setting and compiler 9.0
My question is, I know this is “dirty” of me to ask such a favor, but this is the only way I really can learn… Is it possible for anyone to do even at least a pseudo conversion of my original AS2.0 code, let alone a full conversion?


           radHitTest = function(obj1,obj2,rad) {
    if ((Math.sqrt(Math.pow(obj1._x-obj2._x,2)+Math.pow(obj1._y-obj2._y,2)))<
        ((obj1._width+rad)/2 + obj2._width/2))
        return true;
    else 
        return false
}

circleHitTest = function(obj1,obj2) {
    if ((Math.sqrt(Math.pow(obj1._x-obj2._x,2)+Math.pow(obj1._y-obj2._y,2)))<
        (obj1._width/2 + obj2._width/2))
        return true;
    else 
        return false
}

createZergling = function () {
    var unit = _root.attachMovie("zergling", "zergling", _root.getNextHighestDepth());
    unit._x = random(320);
    unit._y = random(190);
    unit.fhp = 40;
    unit.hp = 40;
    unit.atk = 5;
    unit.def = 0;
    unit.atkb = 0;
    unit.regen = 0
    unit.spd = 2.5;
    unit.attacking = false;
    unit.alive = true;

    unit.onEnterFrame = function() {
        if (this._x < 5){this._x += this.spd;}
        if (this._y < 10){this._y += this.spd;}
        if (this._x > 315){this._x -= this.spd;}
        if (this._y > 190){this._y -= this.spd;}
        if (_root.marine.alive == false)
            this.spd = 0;
        
        _root.enemy = unit
        if (this.hp < this.fhp){
            this.regen += 1;
            if (this.regen > 30){
                this.hp++
                this.regen = 0;
            }
        }
        if (this.hp < 1) {this.meter.bar._width = 0}
        this.meter.bar._width = (this.hp/this.fhp)*20
        
        if (this.attacking && this.whole.attack._currentframe == 6){
            _root.marine.hp -= this.atk - _root.marine.def + this.atkb;
            _root.blood.gotoAndPlay(2);
        }
        myRadians = Math.atan2(_root.marine._y-this._y, _root.marine._x-this._x);
        myDegrees = Math.round((myRadians*180/Math.PI));
        if (this.alive){
            this._x += Math.cos(myRadians) * this.spd;
            this._y += Math.sin(myRadians) * this.spd;
        }
        if(circleHitTest(_root.marine,this) && this.alive&& _root.marine.alive) {
            this.whole.gotoAndStop(2);
            this.attacking = true;
             this.spd = 0;
        }else if(circleHitTest(_root.marine,this) && this.alive&& _root.marine.alive == false) {
            this.whole.gotoAndStop(1);
            this.spd= 2;
        } else {
            if (this.alive){
                this.whole.gotoAndStop(1);
                this.attacking = false;
                this.spd = 2
                this.whole._rotation = myDegrees+90;
            }
        }
        if (this.whole.death._currentframe == 40){
            this.removeMovieClip();
            createZealot();
            _root.marine.stat += 50;
        }
        if (this.hp < 0){
            this.whole.gotoAndStop(3);
            this.alive = false;
        }
    };
};

Thanks.
Or… even the most basic help would be the conversion of the cicleHittest