Hit test with spinning images

I am trying to perform a hit test with movie clips through linkage properties. What I have is images (panes) that rotate in a circle and I want to give the user the ability to zoom in / out of the panes when they cross a certain area of the stage. I created a movie clip (“test”) that would come in contact with the panes so that all the images would not zoom just the corresponding pane in contact with “test”. I figured using a hit test would solve this problem but I am open to any other way I could do this. The problem action script is marked with stars *******.


// create a scene movieclip to contain all 3D elements
// and center it on the screen.
 
this.createEmptyMovieClip("theScene", 1);
theScene._x = 150;
theScene._y = 100;
 
// now we'r going to create an array to keep track of all the
// objects in the scene.  That way, to position all the objects
// you just need to loop through this array.
objectsInScene = new Array();
 
// no camera, but a rotation will be needed to keep track of the
// spinning involved (though its the same as the camera)
spin = 0;
 
// focal length to determine perspective scaling
focalLength = 500;
 
// the function for controling the position of a friend
displayPane = function(){
 var angle = this.angle - spin;
 var x = Math.cos(angle)*this.radius;
 var z = Math.sin(angle)*this.radius;
 var y = this.y;
 
 var scaleRatio = focalLength/(focalLength + z);
 this._x = x * scaleRatio;
 this._y = y * scaleRatio;
 this._xscale = this._yscale = 100 * scaleRatio;
 // on top of the normal scaling, also squish the 
 // _xscale based on where in the rotation the pane is
 // since you would be looking at its side when at a z
 // of 0, it would be at its thinnest which would be
 // 0  since its a completely flat pane.  So for that,
 // we can use the trig function of z (sin) to squish the
 // _xscale based on its position in z.
 this._xscale *= Math.sin(angle);
 this.swapDepths(Math.round(-z));
}
 

// attach each pane in a loop and arrange them in a 
// circle based on the circumference of the circle
// divided into steps
angleStep = 2*Math.PI/10;
for (i=0; i < 10; i++){
 attachedObj = theScene.attachMovie("pane" + i, "pane"+i, i);
 attachedObj.angle = angleStep * i;
 attachedObj.radius = 200;
 attachedObj.x = Math.cos(attachedObj.angle) * attachedObj.radius;
 attachedObj.z = Math.sin(attachedObj.angle) * attachedObj.radius;
 attachedObj.y = 40;
 attachedObj.display = displayPane;
 objectsInScene.push(attachedObj);
}
 
panCamera = function(){
 // rotate camera based on the position of the mouse
 spin -= (Key.isDown(Key.RIGHT))/10;
 spin += (Key.isDown(Key.LEFT))/10;
 
 // Now, with the camera spun, you need to perform the rotation
 // of the camera's position to everything else in the scene
 for (var i=0; i<objectsInScene.length; i++){
  objectsInScene*.display();
 }
};
 
*******************************************
 
theScene.onEnterFrame = function() {
if ("pane"+i.hitTest(test) && Key.isDown(Key.UP)&& this._width < 110 && this._height < 110) { 
   this._width *= 1.3;
   this._height *= 1.3;
   } 
else if (Key.isDown(Key.DOWN) && this._width > 45 && this._height > 45) { 
   this._width /= 1.3;
   this._height /= 1.3;
}
};
 
***********************************************
 
// make each figure run backAndForth every frame
theScene.onEnterFrame = panCamera;