Xml image loader with drag(this)

hi, this might be an easy one…

im loading images with xml and would like to be able to drag each image.
Its working in as2 but i cant code it for as3. see project attached.

my heads smoking :sc:
plz help me

// AS2 CODE
// set up container
attachMovie("mcContainer","container_mc",this.getNextHighestDepth());
container_mc._x = 100;
container_mc._y = 100;
container_mc._alpha = 50;


// load xml
var xmlData:XML = new XML();
xmlData.ignoreWhite = true;
xmlData.load("xml/as2.xml");

var image:Array = new Array();
xmlData.onLoad = function() {
    var total:Array = xmlData.firstChild.childNodes;

    for (i=0; i<total.length; i++) {
        image.push(total*.attributes.url);

        trace(image*);

        var imageRow:MovieClip = container_mc.attachMovie("mover_mc", "mover_mc"+i, container_mc.getNextHighestDepth(), {_x:i*310});

        imageRow.holder.loadMovie(image*);

        // on press
        imageRow.onPress = function() {
            delete this.onEnterFrame;
            startDrag(this);

        };

        // on release
        imageRow.onRelease = function () {
            
            this.play();
            stopDrag();
            
        };
    }
};
//AS3 CODE
// set up container
var container_mc = new mcContainer();
addChild(container_mc);
container_mc.x=100;
container_mc.y=100;
container_mc.alpha = .50;
container_mc.buttonMode=true;


// load XML
var xmlRequest:URLRequest=new URLRequest("xml/as3.xml");
var xmlLoader:URLLoader=new URLLoader(xmlRequest);
var imgData:XML;
var loader:Loader;
var rawImage:String;
var i:Number;
var total:Number;


xmlLoader.addEventListener(Event.COMPLETE, xmlLoadedF);
function xmlLoadedF(e:Event):void {
    imgData=new XML(e.target.data);
    total=imgData.*.length();
    for (i=0; i<total; i++) {
        rawImage=imgData.image*;

        trace(rawImage);
        
        loader=new Loader;
        loader.load(new URLRequest(rawImage));
        loader.x=320*i;

        container_mc.addChild(loader);
    }

    // on press
    container_mc.addEventListener(MouseEvent.MOUSE_DOWN, startMove);
    function startMove(evt:MouseEvent):void {
        
        container_mc.startDrag();

    }

    // on release
    container_mc.addEventListener(MouseEvent.MOUSE_UP, stopMove);
    function stopMove(evt:MouseEvent):void {

        container_mc.stopDrag();
    }
}