Movie Clip Placement Issue AS1.0

Hi, I am having a major issue with this file. It was given to me to use specifically to convert it to my own game assets as an assignment. I can use another but I do not have one and do not have time to code a game from scratch. The problem I cannot seem to figure out is where the main character/stage is getting moved to a certain position on the stage when I click the start button. I can see that when I click it goes to the moveme function but no matter what I change within that function the character jumps from wherever I place him to the top left of the stage. I need my character to be in around the middle of the screen but slightly to the left. The link to the file is here

http://www.mediafire.com/?d8cwz9h2nb5m5bh

Sorry for not attaching but the file was too large and I didn’t want to modify it due to a chance of messing something up. If anyone else has a sidescroller game that they would like to let me use their source i’d be more than happy with that, especially if it was AS2.0 (3.0 is fine but i really dont know it yet) My character is going to be flying though so I dont need the typical gravity code, just a basic hovering movement. Thanks a ton for looking and helping!

Here is the code just in case it’s that easy of a solution, all of the “this.” code boggles my mind though, i do not know what this. means or how it chooses what “this” is.



moveLayer.hero.gotoAndStop(1);
// Hide the level complete dialog.
levelcomplete._visible = false;
var onground = false;
jumpsetup = false;
// This is the main character movement code
moveme = function () {
    // This is our very first iteration through the code, store some variables.
    if (this.x == undefined) {
        this.startx = this.x=this._x;
        this.starty = this.y=this._y;
    }
    this.dy += 0.5;
    // Fall down.  This variable, dy, is going to be added to the player's y position each frame
    var nexty = Math.ceil(this.y+this.dy);
    // My next y position
    var nextx = this.x+this.dx;
    // My next x position
    onground = false;
    // Am I falling down?
    if (this.dy>=0) {
        // Have I hit a solid platform?
        if (moveLayer.platforms.hitTest(this.x+moveLayer._x, nexty+moveLayer._y, true) && !jumpsetup) {
            onground = true;
            jumping = false;
            var cnt = 0;
            var ty = Math.floor(nexty);
            // I may have my next position being 'through' the ground, so
            // Count backwards from my 'next position' to see where the real ground is
            while (moveLayer.platforms.hitTest(this.x+moveLayer._x, ty+moveLayer._y, true)) {
                cnt++;
                ty -= 2;
            }
            if (cnt<10) {
                // correct my y position
                this.y = ty;
                this.dy = 0;
            } else {
                // I've hit a wall
                this.x -= this.dx;
                this.dx = 0;
            }
        } else if (this.dy>5 && !shooting) {
            // Falling
            this.gotoAndStop(3);
            this.mc.gotoAndStop(11);
        }
    } else if (this.dy<0) {
        // Hit my head on the ceiling
        if (moveLayer.platforms.hitTest(this.x+moveLayer._x, nexty+moveLayer._y-40, true)) {
            this.dy = 1;
        }
    }
    // Have I hit the exit?
    if (moveLayer.exit.hitTest(this.x+moveLayer._x, this.y+moveLayer._y-40, true)) {
        // Play the exit door animation.  At the end of this animation is code to
        // hide the player, and show the "level complete" screen.
        moveLayer.exit.play();
    }
    if (this.dy>9) {
        this.dy = 9;
    }
    // Terminal falling velocity
    if (!jumpsetup) {
        // If not in the process of starting the jump animation, then move the character
        // along his motion path.  Add dy to y and dx to x, moving the player.
        this.x += this.dx;
        this.y += this.dy;
    }
    if (Key.isDown(Key.RIGHT) && !shooting) {
        // Pressing RIGHT button, set my x speed (dx)
        if (jumping) {
            this.dx += .4;
        } else {
            this.dx += 1;
        }
        // Set the direction the movieclip is facing.
        this._xscale = 80;
    } else if (Key.isDown(Key.LEFT) && !shooting) {
        // Pressing LEFT button, set my x speed (dx)
        if (jumping) {
            this.dx -= .4;
        } else {
            this.dx -= 1;
        }
        // Set the direction the movieclip is facing.
        this._xscale = -80;
    } else {
        this.dx *= 0.7;
    }
    // Slide to a stop because I'm not pressing left/right.
    // Cap my max speeds left or right
    if (this.dx>7) {
        this.dx = 7;
    }
    if (this.dx<-7) {
        this.dx = -7;
    }
    if (!jumpsetup && !jumping && !shooting && onground) {
        // Animation control - show me standing still, or moving depending on my speed.
        if (Math.abs(this.dx)<0.5) {
            this.dx = 0;
            this.gotoAndStop(1);
        } else {
            this.gotoAndStop(2);
        }
    }
    // Jumping initiated.
    if (Key.isDown(Key.UP) && this.dy>=0 && this.dy<1 && !jumping) {
        onground = false;
        shooting = false;
        jumping = true;
        jumpsetup = true;
        // Play the jump animation.
        this.gotoAndStop(3);
    }
    lasty = this._y;
    // Move the background relative to myself.  Since the character doesn't move from
    // dead center of screen, the background must instead move relative to the character.
    moveLayer._x = Math.round(160-this.x);
    moveLayer._y = Math.round(150-this.y);
    // Do not scroll the background more than -1268 - this way the character will fall off
    // the bottom of the screen to his death.
    if (moveLayer._y<-1268) {
        moveLayer._y = -1268;
    }
    // Move the far background (the stars / planets) at a ratio relative to the level map.
    // This creates 'parallax' scrolling.
    bg._x = (moveLayer._x/2)-160;
    bg._y = (moveLayer._y/2)-120;
    // Fire the gun.
    if (Key.isDown(Key.SPACE) && !shooting) {
        shooting = true;
        jumping = false;
        jumpsetup = false;
        this.gotoAndStop(4);
    }
    // I have fallen off the bottom of the level and am dead.  Restart.
    if (this.y>1580) {
        this.x = this.startx;
        this.y = this.starty;
        intro._visible = true;
    }
    // Set my actual _x and _y properties to a rounded version of the x and y
    // I've been using to compute my collision and position. Eliminates errors
    // and a bad flickering effect.
    this._x = Math.floor(this.x);
    this._y = Math.floor(this.y);
};
// This function is used by the bullet when fired.
moveBullet = function () {
    // Move along by my dx speed.
    this._x += this.dx;
    // If I'm out of visual range of the hero, then remove me.
    if (this._x<moveLayer.hero._x-170 || this._x>moveLayer.hero._x+170) {
        this.removeMovieClip();
    }
};
// Call this function to create a bullet.
createBullet = function () {
    var dir = moveLayer.hero._xscale/80;
    // compute bullet's direction based on player's direction
    nm = "bul0";
    moveLayer.attachMovie("bullet", nm, 100);
    moveLayer[nm]._x = moveLayer.hero._x+(35*dir);
    moveLayer[nm]._y = moveLayer.hero._y-25;
    moveLayer[nm]._xscale = dir*100;
    moveLayer[nm].dx = 20*dir;
    moveLayer[nm].onEnterFrame = moveBullet;
};
// 'splat' is the enemy's bullet.  This function moves it and computes collisino with
// the player.
moveSplat = function () {
    this._x += this.dx;
    // Splat is far off screen, kill it.
    if (this._x<moveLayer.hero._x-300 || this._x>moveLayer.hero._x+300) {
        this.removeMovieClip();
    }
    // Did I hit the player?
    if (this.hitTest(moveLayer.hero)) {
        // Bash the player into the air.
        moveLayer.hero.dx = this.dx*5;
        moveLayer.hero.dy = -10;
        this.removeMovieClip();
    }
};
// Creates a splat.
numsplats = 0;
createSplat = function () {
    var dir = this._xscale/80;
    nm = "splat" add numsplats;
    moveLayer.attachMovie("splatBullet", nm, numsplats+200);
    moveLayer[nm]._x = this._x+(35*dir);
    moveLayer[nm]._y = this._y-25;
    moveLayer[nm]._xscale = dir*100;
    moveLayer[nm].dx = 10*dir;
    moveLayer[nm].onEnterFrame = moveSplat;
    numsplats++;
    numsplats %= 20;
};
// This is attached to the onEnterFrame of each monster. The onEnterFrame attach code
// is in the monster movie clips themselves.
simpleMove = function () {
    if (this.x == undefined) {
        this.x = this._x;
        this.y = this._y;
    }
    this.x += this.dx;
    this.y += this.dy;
    // x1 and x2 are defined in the component parameters of the monsters. The monsters
    // are components.
    if (this.x<this.x1) {
        this.x = this.x1;
        this.dx *= -1;
    } else if (this.x>this.x2) {
        this.x = this.x2;
        this.dx *= -1;
    }
    if (this.dx>0) {
        this._xscale = 80;
    } else if (this.dx<0) {
        this._xscale = -80;
    }
    this._x = Math.floor(this.x);
    this._y = Math.floor(this.y);
    // I'm shot by the player!
    if (this.hitTest(moveLayer.bul0)) {
        this.gotoAndStop(2);
        this.onEnterFrame = null;
    }
    // Randomly fire every 100 frames or so.
    if (random(100) == 0) {
        this.gotoAndStop(3);
    }
};
// Start the game.
intro.playButton.onRelease = function() {
    intro._visible = false;
    moveLayer.hero.onEnterFrame = moveme;
};