Movieclip that tells flash to remove itself from an Array that it has been added to

the code below simply creates a timer that fires 20 times…
everytime the timer fires, it runs a function that:
1.) adds a movieclip on stage…
2.) adds the movieclip / to an array called enemyArray

once on stage, the movieclip creates a timer, which, when fired, will run a function that will remove itself from the stage…

an enterframe event is also created, which simply updates a textfield on stage and makes it display the current length of enemyArray…

MY PROBLEM IS… how do i tell flash to remove the movieclip (or movieclip reference, not really sure how to call it) from the enemyArray after it removes itself from stage?

on the main timeline:

var enemyArray:Array = new Array();
var timeToCreateEnemy:Timer;

// set up timer that will fire every 2 seconds, 20 times
timeToCreateEnemy = new Timer(2000, 20)
timeToCreateEnemy.addEventListener(TimerEvent.TIMER, createEnemy);

addEventListener(Event.ENTER_FRAME, frameEntered);

// function that will create an enemy when timer fires
function createEnemy(event:TimerEvent):void
    var enemyShip:MovieClip = new Enemy();
    enemyArray.push(enemyShip); // put this enemy into the array
    enemyShip.x = Math.round(Math.random() * stage.stageWidth);
    enemyShip.y = Math.round(Math.random() * stage.stageHeight);

// update textfield on how many items are in the array
function frameEntered(event:Event):void
    theText.text = String(enemyArray.length);

inside the Enemy class:

    import flash.display.*;
    import flash.utils.Timer;
    public class Enemy extends MovieClip
        var timeToRemoveMe:Timer;
        public function Enemy()
        /*set up a timer that will fire once after a random number
        of seconds ranging from 1 to 10*/
        function initEnemy():void
            timeToRemoveMe = new Timer(Math.ceil(Math.random() * 10000), 1);
            timeToRemoveMe.addEventListener(TimerEvent.TIMER, removeMe);
        // removes enemy from stage
        function removeMe(event:TimerEvent):void
            timeToRemoveMe.removeEventListener(TimerEvent.TIMER, removeMe);
            /*IMPORTANT PART... need to put some sort of code here that will also remove
            this item from the "enemyArray" Array on stage*/