Noob question about classes in as3/cs3

how can i make a private function into a class that my main.as file will call upon and work within the code.

for example, i hav this class:


private function createObjects():void {
            //create generic object for the player
            playerObject=new Object();
            playerObject.arrayIndex=0;
            playerObject.x=200;
            playerObject.y=200;
            playerObject.dx=0;
            playerObject.dy=0;
            playerObject.movex=0;
            playerObject.movey=0;
            playerObject.acceleration=.1;
            playerObject.maxVelocity=6;
            playerObject.friction=.001;
            playerObject.centerx=playerObject.x+spriteWidth;
            playerObject.centery=playerObject.y+spriteHeight;
            playerRect=new Rectangle(0,0,spriteWidth*2,spriteHeight*2);
            playerPoint=new Point(playerObject.x,playerObject.y);

            //init canvas and display bitmap for canvas
            canvasBD=new BitmapData(400,400,false,0x000000);
            canvasBitmap=new Bitmap(canvasBD);
            
            //init background
            backgroundSource=new Background();
            backgroundBD=new BitmapData(400,400,false,0x000000);
            backgroundBD.draw(backgroundSource,new Matrix());
            backgroundRect=new Rectangle(0,0,400,400);
            backgroundPoint=new Point(0,0);
            
            //part 3 init tilesheet for missiles
            aMissile=[];
            aMissileAnimation=[];
            missleTileSheet=new missile_sheet(40,4);
            var tilesPerRow:int=10;
            var tileSize:int=4;
            for (var tileNum=0;tileNum<10;tileNum++) {
                var sourceX:int=(tileNum % tilesPerRow)*tileSize;
                var sourceY:int=(int(tileNum/tilesPerRow))*tileSize;
                var tileBitmapData:BitmapData=new BitmapData(tileSize,tileSize,true,0x00000000);
                tileBitmapData.copyPixels(missleTileSheet,new Rectangle(sourceX,sourceY,tileSize,tileSize),new Point(0,0));
                aMissileAnimation.push(tileBitmapData);
            }
        
            //added in part 4
            createFarmParticles();
            frameTimer=new FrameTimer(this,140,0,canvasBD);
            
        }

this class creats the objects and places them on the grid on the stage, could i make this into its own class to keep it seperate from my code, from what i understand it is best to do this to keep everything neat and in order.

this class would hav to become a public class (right?) and called upon from my main.as to use it with my code, and the variables would hav to be defined (pretty sure). how do i define these variables?

the top of my main.as file looks like this:


package {

    import flash.display.Bitmap;
    import flash.display.MovieClip;
    import flash.events.Event;
    import flash.events.TimerEvent;
    import flash.utils.Timer;
    import flash.display.BitmapData;
    import flash.geom.*;
    import flash.events.*;
    import ActiveGraph.*;
    
    //** added for part 3
    import flash.utils.getTimer;
    //*** added for part 4
    import FrameTimer;
    
    public class Main extends MovieClip {
        
        var aRotation:Array=[]; 
        var aShipAnimation:Array=[];
        var shipAnimationArrayLength:int;
        var ship:Ship;
        var shipHolder:MovieClip;
        var animationTimer:Timer;
        var animationCounter:int;
        var playerObject:Object;
        var canvasBD:BitmapData;
        var canvasBitmap:Bitmap;
        var backgroundBD:BitmapData;
        var backgroundSource:Background;
        var gameTimer:Timer;
        var backgroundRect:Rectangle;
        var backgroundPoint:Point;
        var playerRect:Rectangle;
        var playerPoint:Point;
        var aKeyPress:Array=[];
        var spriteHeight:int=20;
        var spriteWidth:int=20;
    
        //** part 2 variables
        var aAsteroidAnimation:Array=[];
        var asteroidAnimationTimer:Timer;
        var asteroidHolder:RockToCache;
        var asteroidFrames:int=12;
        var aRock:Array=[];
        var level:int=1;
        var rockPoint:Point=new Point(0,0);
        var rockRect:Rectangle=new Rectangle(0,0,36,36);
        var levelRocksCreated:Boolean=false;
        
        
        //*** part 3 variables
        var missleTileSheet:BitmapData;
        var aMissileAnimation:Array;
        var aMissile:Array; //holds missile objects fires
        var missileSpeed:int=4;
        var missileWidth:int=4;
        var missileHeight:int=4;
        var missileArrayLength=10;
        var missilePoint:Point=new Point(0,0);
        var missileRect:Rectangle=new Rectangle(0,0,4,4);
        var missileMaxLife:int=50;
        var missileFireDelay:Number=100;
        var lastMissileShot:Number=getTimer();
        
        //*** part 4 variables
        var missileLen:int;
        var missileCtr:int;
        var tempMissile:Object;
        var tempRock:Object;
        var rockLen:int;
        var rockCtr:int;
        var aFarmParticle:Array=[];
        var aActiveParticle:Array=[];
        var maxParticles:int=500;
        var maxPartsPerExplode:int=40;
        var explodeCtr:int;
        var tempPart:Object;
        var farmLen:int;
        var randIntVector:int;
        var randIntFrame:int;
        var activeLen:int;
        var partCtr:int;
        var partMaxSpeed:int=2;
        var partMaxLife:int=50;
        var partMinLife:int=10;
        var removePart:Boolean=false;
        var partPoint:Point=new Point(0,0);
        var partRect:Rectangle=new Rectangle(0,0,4,4);
        
        //part 4 optimizations
        var randInt:int;
        var randInt2:int;
        var ctr:int;
        var frameTimer:FrameTimer;
        var startBox:StartBox;
        var ag:ActiveGraph;

what would i hav to alter here so that it works? thank you for any and all help
-joey