Game HELP: New to ActionScript

Hey can someone please help me… I am new to actionscript just started a few days ago… or maybe a week…

I tried making a game and have been successful till some extent.

I have made a spaceship, it chases my mouse at every moment, in correct direction and rotation. Then its speed can also be changed by left and right arrow keys. I have also been able to launch missiles/rockets from the ship on mouse clicks. But there is a problem with this last part.

When I launch a second missile then the first missile stops. I have tried various ways but I cannot get through the problem… Please help me with this…

HERE IS THE PART OF THAT CODE:

	private function makeMissiles():void
	{
		_missiles = new Array();
		_mVX = new Array();
		_mVY = new Array();
		_missilesAngleR = new Array();
		_missilesAngleD = new Array();
		
		var i:Number;
		
		for (i=0; i< _maxMissiles; i++)
		{
			var missile:Rocket = new Rocket();
			var mVX:Number = 0;
			var mVY:Number = 0;
			var missilesAngleR:Number = 0;
			var missilesAngleD:Number = 0;
			_missiles.push(missile);
			_mVX.push(mVX);
			_mVY.push(mVY);
			_missilesAngleR.push(missilesAngleR);
			_missilesAngleD.push(missilesAngleR);
		}
	}
	
	private function rotateMissile(missile:Rocket, curMX:Number, curMY:Number):Number
	{
		var yComp:Number;
		var xComp:Number;
		var misAngleR:Number;
			
		yComp = curMY - missile.y;
		xComp = curMX - missile.x;
		
		misAngleR = Math.atan2(yComp,xComp);
		return misAngleR;
	}
	
	private function moveMissile(event:Event):void
	{
		_mVX[_pos] = _velMissiles * Math.cos(_missilesAngleR[_pos]);
		_mVY[_pos] = _velMissiles * Math.sin(_missilesAngleR[_pos]);
								
		_missiles[_pos].y += _mVY[_pos];
		_missiles[_pos].x += _mVX[_pos];
	}
	
	private function checkMissile():void
	{
		var i:Number;
		var j:Number;
		
		for (i=_maxMissiles-1, j=1; i>0; i--,j++)
		{
			_pos = i;
			
			_missiles[_pos].addEventListener(Event.ENTER_FRAME, moveMissile);
			if (j == _trigger)
				{
					_curMissiles --;
					break;
				}
		}
	}
	
	
	private function shoot(event:MouseEvent):void
	{
		_trigger ++;
		var curMX:Number = mouseX;
		var curMY:Number = mouseY;
					
		_missiles[_curMissiles -1].x = _ship.x;
		_missiles[_curMissiles -1].y = _ship.y;
		_missiles[_curMissiles -1].scaleX = 0.1;
		_missiles[_curMissiles -1].scaleY = 0.1;
		
		_missilesAngleR[_curMissiles -1] = rotateMissile(_missiles[_curMissiles -1], curMX, curMY);


		_missilesAngleD[_curMissiles -1] = _missilesAngleR[_curMissiles -1] * 180;
		_missilesAngleD[_curMissiles -1] = _missilesAngleD[_curMissiles -1] / Math.PI;
		
		_missiles[_curMissiles -1].rotation = _missilesAngleD[_curMissiles -1] ;
		
		addChild(_missiles[_curMissiles -1]);
		checkMissile();
	}