Help getting new random MovieClip to stage from Library for a drag and drop Game

I am brand new to actionscript coding and am making a simple drag and drop game with a variety objects and related targets.

I am looking for a way to remove a movieclip from the stage when it is dropped (after a pause) and then have a new random movieclip appear at a specific point on the stage, which can then be dragged and dropped onto its own target (which repeats the process).

Can anyone help?

I’ve attached the .fla I am working on.

and here is the current code:




var movieArray:Array = new Array();

movieArray = ["Red", "Green" , "Blue"];

// adding my first random MovieClip to stage 
var myMovieClip:MovieClip;

if ((movieArray[Math.floor(Math.random() * 3)]) == "Red") {
	
	myMovieClip = new Red();
	myMovieClip.name = "Red_mc";
	} else if ((movieArray[Math.floor(Math.random() * 3)]) == "Green") {
	
		myMovieClip = new Green();
		myMovieClip.name = "Green_mc";
	
	} else if ((movieArray[Math.floor(Math.random() * 3)]) == "Blue") {

    	myMovieClip = new Blue();
		myMovieClip.name = "Blue_mc";

	} else {	// In case the random number is 1 
		myMovieClip = new Blue();
		myMovieClip.name = "Blue_mc"
}
	
addChild(myMovieClip);
myMovieClip.x = 170.1;
myMovieClip.y = 186.8;



myMovieClip.addEventListener(MouseEvent.MOUSE_DOWN, pickUp);
myMovieClip.addEventListener(MouseEvent.MOUSE_UP, dropIt);

 function pickUp(event:MouseEvent):void {
    event.target.startDrag(true);
    
    event.target.parent.addChild(event.target);
  
	
}
	
function dropIt(event:MouseEvent):void {
    event.target.stopDrag();
    var myTargetName:String = "target" + event.target.name;
    var myTarget:DisplayObject = getChildByName(myTargetName);
    if (event.target.dropTarget != null && event.target.dropTarget.parent == myTarget){

        event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp);
        event.target.removeEventListener(MouseEvent.MOUSE_UP, dropIt);
        event.target.buttonMode = false;
        event.target.x = myTarget.x;
        event.target.y = myTarget.y;
      
	var myTimer:Timer = new Timer(200, 1); 
myTimer.addEventListener(TimerEvent.TIMER, runOnce);
myTimer.start();

function runOnce(event:TimerEvent):void {
trace("runOnce() called @ " + getTimer() + " ms");
// the following function doesn't work, how do I get get it to refer to the event.target?:
//event.target.removeChild (); ???

//then I'd like to load a new random movieclip from my array to the same 
//place myMovieClip was originally to repeat the process 
// (and also add the appropriate mouse down and up events and make the buttonmode true)
}

    } else{
		event.target.gotoAndPlay(2);
	event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp);
        event.target.removeEventListener(MouseEvent.MOUSE_UP, dropIt);
        event.target.buttonMode = false;
		
		
		var myTimer2:Timer = new Timer(200, 1); 
myTimer2.addEventListener(TimerEvent.TIMER, runtwice);
myTimer2.start();

function runtwice(event:TimerEvent):void {
trace("runtwice() called @ " + getTimer() + " ms");
//same issues as in the if statement // text
}
		
       
    }
  
}
  
myMovieClip.buttonMode = true;