How can i waving this flag without clicking on it?

Hello, this project is created in FlashDevelop. It is a waving a flag by clicking on it,but, how I can make the flag flown directly when i execute the swf?.
Here’s the code:

package 
{
    import com.innerdrivestudios.visualeffect.WrappingBitmapData;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.BitmapDataChannel;
    import flash.display.BlendMode;
    import flash.display.DisplayObject;
    import flash.display.GradientType;
    import flash.display.GraphicsBitmapFill;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.KeyboardEvent;
    import flash.events.MouseEvent;
    import flash.filters.DisplacementMapFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    
    /**
     * Same as previous example, but now with a good looking displacement map. We use the built in perlinNoise
     * function for that. Since this is a costly operation we generate a tiny noise map and scale it.
     * 
     * @author JC Wichman
     */
    public class Example5 extends Sprite 
    {
        //what's a flag without a sky;)!
        [Embed(source = '../sky.jpg')]
        private var Sky:Class;
        
        /** A boring checker flag image */
        [Embed(source = '../flag_image.jpg')]
        private var CheckerFlag:Class;

        /** A cool iron maiden flag image */
        [Embed(source = '../flag_image2.jpg')]
        private var IronMaidenFlag:Class;
        
        //the underlying bitmapdata source for the dispMapBitmap, used to feed to the actual
        //displacement map applied to the flag/lightmap composite
        private var _dispMapBitmapData:BitmapData = null;
        //container for onscreen dispMapBitmapData, with effect to provide lighting effect
        private var _dispMapBitmap:Bitmap = null;

        //displays our source flag image with a border around it as buffer for the displacement offset
        private var _flagBitmap:Bitmap = null;
        //the underlying pixel data for the flagimage
        private var _flagBitmapData:BitmapData = null;
        
        //the bounds of the embedded pixeldata within the flagBitmapData
        //the real flag pixels are centered in the flagBitmap, so that the pixels don't fall of the screen
        private var _flagBounds:Rectangle = null;
        
        //contains composite of flag image and displacementmap-used-as-lightmap
        private var _mainNode:Sprite = null;
        
        //the perlin noise offset
        private var _offset:Number = 0;
        //a small bitmap used to generate the perlinnoise is, after which we scale it
        //this is cheaper than generating a large perlinnoise map
        private var _small:BitmapData = null;
        private var _scaleMatrix:Matrix = null;
        
        //we want the right part of the flag to be displaced more than the left, so we
        //mix in a gradient from black to white, left to right
        private var _gradient:BitmapData = null;
        
        //track whether we have activated the flag yet
        private var _active:Boolean = false;
        
        //contains the lines from pole to flag
        private var _lines:Sprite = null;
        
        //switches the flag
        private var _switch:Boolean = false;
        
        private var _skyBitmap:Bitmap = null;
        
        public function Example5():void {
            _skyBitmap = new Sky();
            _skyBitmap.bitmapData = new WrappingBitmapData (_skyBitmap.bitmapData);
            _skyBitmap.y = -50;
            addChild (_skyBitmap);
            
            //create container for displacement data and 
            _dispMapBitmapData = new BitmapData (350, 250);
            _dispMapBitmap = new Bitmap (_dispMapBitmapData);
            
            //create bitmap to hold result
            _flagBitmapData = new BitmapData (_dispMapBitmapData.width, _dispMapBitmapData.height, true, 0x0);
            _flagBitmap = new Bitmap (_flagBitmapData);
            //paint in first flag
            _setupBuffer();
            
            //create small perlinnoise holder and scale matrix, which is needed later
            _small = new BitmapData (_dispMapBitmapData.width / 10, _dispMapBitmapData.height / 10, false, 0x0);
            _scaleMatrix = new Matrix ();
            _scaleMatrix.scale (10, 10);
            
            //create the gradient which we combine with the perlinnoise map to create a kind of inverted falloff 
            //for the displacement map
            _gradient = new BitmapData (_dispMapBitmapData.width, _dispMapBitmapData.height, false, 0x0);
            var lGradient:Sprite = new Sprite();
            var lMatrix:Matrix = new Matrix();
            lMatrix.createGradientBox (_dispMapBitmapData.width, _dispMapBitmapData.height, 0, 50, 50);
            lGradient.graphics.clear();
            lGradient.graphics.beginGradientFill (GradientType.LINEAR, [0x202020,0xffff30], [1,1],[0, 255], lMatrix, "pad");
            lGradient.graphics.drawRect (0, 0, _dispMapBitmapData.width, _dispMapBitmapData.height);
            lGradient.graphics.endFill();
            _gradient.draw (lGradient);
            
            //setup the composite of the flag and displacement map
            _mainNode = new Sprite ();
            _mainNode.addChild (_flagBitmap);
            _mainNode.addChild (_dispMapBitmap);
            //move map to align with flag image painted in flagbitmap
            //the +2 is not necessary, it happens to create a funny egde
            _dispMapBitmap.x = _flagBounds.x+1;
            _dispMapBitmap.y = _flagBounds.y+1;
            _dispMapBitmap.scrollRect = _flagBounds;
            //you can play a lot with the blendmodes and color transforms to imitate different lighting effect
            _dispMapBitmap.blendMode = BlendMode.MULTIPLY;
            _dispMapBitmap.transform.colorTransform = new ColorTransform (5, 5, 5, 1, 140, 140, 140, 0);
            addChild (_mainNode);
            //setup the disp map on the main node
            _mainNode.filters = [
                new DisplacementMapFilter (_dispMapBitmap.bitmapData, new Point (0,0), BitmapDataChannel.RED, BitmapDataChannel.GREEN, 45, 45, "ignore", 0, 0)
            ];
            
            //paint an ugly flagpole
            var lFlagpole:Sprite = new Sprite ();
            lFlagpole.graphics.clear();
            lMatrix.createGradientBox (20, 0, 0, 10, 20);
            lFlagpole.graphics.beginGradientFill (GradientType.LINEAR, [0x505050, 0xd0d0d0, 0x606060, 0x808080, 0x303030], [1,1,1,1,1],[0, 128,180,200,255], lMatrix, "pad");
            lFlagpole.graphics.drawRect (10, 30, 20, 400);
            lFlagpole.graphics.endFill();
            addChild (lFlagpole);
            
            _lines = new Sprite();
            addChild (_lines);
            
            [COLOR=Red]addEventListener (Event.ENTER_FRAME, _onEnterFrame);
            addEventListener (MouseEvent.CLICK, _onMouseClick);
            _render();
        }
        
        private function _onMouseClick(e:MouseEvent):void 
        {
            if (!_active) {
                _active = true;
            } else {
                //_setupBuffer();
            }
        }
        
        private function _onEnterFrame (pEvent:Event):void {
            if (!_active) return;
            _render();
        }[/COLOR]
        
        /**
         * Repaints buffer with a different image.
         */
        private function _setupBuffer():void {
            var lData:BitmapData = null;
            if (_switch) {
                lData = Bitmap(new CheckerFlag()).bitmapData;
            } else {
                lData = Bitmap(new IronMaidenFlag()).bitmapData;
            }
            
            _flagBounds = new Rectangle (
                                (_flagBitmapData.width - lData.width) / 2,
                                (_flagBitmapData.height - lData.height) / 2,
                                lData.width,
                                lData.height
                            );
            
            //copy it directly for a straight flag 
            _flagBitmapData.copyPixels (lData, lData.rect, new Point (_flagBounds.x, _flagBounds.y));                            
            
            _switch = !_switch;
        }
        
        private function _render():void {
            //generate the noise
            _small.perlinNoise (10, 10, 1, 1, false, false, 7, true, [new Point(-_offset, _offset/5)]);
            _offset += 1;
            //redraw the noise scaled up (smooth it or it will look awful)
            _dispMapBitmapData.lock();
            _dispMapBitmapData.draw (_small, _scaleMatrix, null, null, null, true);
            _dispMapBitmapData.draw (_gradient, null, null, "multiply");
            _dispMapBitmapData.unlock();
            _mainNode.x = 5*Math.sin (_offset/7);
            _mainNode.y = 5*Math.sin (_offset / 5);
            
            _lines.graphics.clear();
            _lines.graphics.lineStyle (2, 0, 0.5);
            _lines.graphics.moveTo (30, 40);
            _lines.graphics.curveTo (_mainNode.x+41, _mainNode.y+49, _mainNode.x+50, _mainNode.y+50);
            _lines.graphics.moveTo (30, 260);
            _lines.graphics.curveTo (_mainNode.x + 51, _mainNode.y + 246, _mainNode.x + 50, _mainNode.y + 245);
            
            _skyBitmap.bitmapData.scroll ( -1, 0);
        }
        
    }
    
}

I think that i have to modify this:
[COLOR=Red]addEventListener (Event.ENTER_FRAME, _onEnterFrame);
addEventListener (MouseEvent.CLICK, _onMouseClick);
_render();
}

     private function _onMouseClick(e:MouseEvent):void 
     {
         if (!_active) {
             _active = true;
         } else {
             //_setupBuffer();
         }
     }
     
     private function _onEnterFrame (pEvent:Event):void {
         if (!_active) return;
         _render();
     }[/COLOR]

I want to waving the flag without clicking on it,
what is the correct as3 code to do it, please?

Regards