Actionscript help: can not have more than one externally visable def

package  {
    // these are flash built in classes
     import flash.display.MovieClip;
     import flash.events.TimerEvent;
    import flash.utils.Timer;
     import flash.events.Event;
    //Our own custom class
    import MainTimer;
    import flash.events.KeyboardEvent;
    public class MainDocument extends MovieClip{
        //initial variable values
         private var currentNumberOfEnemiesOnstage:int;
         private var initialNumberOfEnemiesToCreate:int = 2;
         private var enemyKills:int;
         private var childToRemove:int;
         private var level:int = 1;
         private var makeNewEnemyTimer:Timer = new Timer(3000,1);
         private var finishOffEnemy:Timer = new Timer (500, 1);
         private var gameTimer:MainTimer
         private var thePlayer:Player;
         private var theEnemy:Enemy;
         private var maxEnemies:int = 3;
         private var e:int = 0;
         private var childrenOnStage:int;
         private var lastX:int;// variable to determine where the last x of the player was.
         private var theStageNeedsToScroll:Boolean=false;// flag for scrolling
         private var numChildrenInGameStage:int;
         private var jump:JumpSound = new JumpSound();
         private var slap:SlapSound = new SlapSound();
         private var token:TokenSound = new TokenSound();
        public function MainDocument() {
            // constructor code
            trace("the main document is alive");
            makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE,makeNewEnemyHandler);
            makeNewEnemyTimer.start();
            //new instance of the MainTimer class
            gameTimer = new MainTimer();
            //must add it to the stage
            addChild(gameTimer);
            //adjust its position on the stage
            gameTimer.x = 20;
            gameTimer.y = 20;
            //add the player
            thePlayer = new Player();
            addChild(thePlayer);
            // adjust its position on the stage
            thePlayer.x = stage.stageWidth * 0.5;
            // assign the name property
            thePlayer.name = "player";
            while (e< initialNumberOfEnemiesToCreate){
                createEnemy();
                e++;
            } //end while
            // init variable for tracking "kills"
            enemyKills = 0;
            killScoreBox.text = String (enemyKills) + " KILLS ";
            // Update this variable every time a child is added to the stage
            childrenOnStage = this.numChildren;
            //Add event listener to control timing of main game loop
            addEventListener (Event.ENTER_FRAME,mainGameLoop);
             // Prepare for the keystroke listeners
             stage.focus = stage;
            stage.addEventListener  (KeyboardEvent.KEY_DOWN, keyDownHandler);
            stage.addEventListener  (KeyboardEvent.KEY_UP, keyUpHandler);
        }  //end public function MainDocument
        private function keyDownHandler(e:KeyboardEvent):void {
            switch ( e.keyCode) {
                case 37:   // left
                    thePlayer.moveLeft();
                    break;
                case 38://up
                    jump.play();
                    thePlayer.startJumping();
                    break;
                case 39:    //right
                    thePlayer.moveRight();
                    break;
                case 40: //down to attack
                    slap.play();
                    thePlayer.attack();
                    break;                   
            }// end switch
        }// end function keyDownHandler
        private function keyUpHandler(e:KeyboardEvent):void {
            switch (e.keyCode) {
                case 37:    // left
                case 39:    // right
                    thePlayer.standStill();
                    break;
                case 38: //jump
                    break;
                case 40: // down to attack
                break;
                default:
                    //anything
            } //end switch
        } // end function keyUpHandler
        private function createEnemy():void{
            trace("create enemy");
            theEnemy = new Enemy((Math.random() * 5) + 1 );
            addChild(theEnemy);
            // Place in a random spot on stage
            theEnemy.x = (Math.random() * stage.stageWidth);
            theEnemy.y = 0;
            // assign the "name" property
            theEnemy.name = "enemy";
            //Update this variable everytime a child is added to the stage
            childrenOnStage = this.numChildren;
        } //end function createEnemy
        //the main loop for the game!!!!!
        private function mainGameLoop (event:Event):void{
            checkForGameReset();
            removeOrCreateNewEnemies();
            processCollisions();
            scrollStage();
        } //end function mainGameLoop
        private function checkForGameReset():void{
            //define conditions
            if(gameTimer.timerHasStopped == true){
                resetBoard();
            }else if(thePlayer.y > stage.stageHeight){
                resetBoard();
            }else if (theGameStage.theFish.hitTestPoint(thePlayer.x,thePlayer.y,true)
                                                    && theStageNeedsToScroll == false){
                resetBoard();
            }else if (health.width <= 2){
                resetBoard();
        } //end function CheckForGameReset
        private function resetBoard():void{
            health.width = 300;
            thePlayer.x = stage.stageWidth * 0.5;
            theGameStage.x = stage.stageWidth * 0.5;
            thePlayer.y = 0;
            theGameStage.y = 0;
            enemyKills = 0;
            gameTimer.resetTimer();
        } //end function
        private function processCollisions():void{
            //  set up main loop to look through all collidable objects on stage
            for(var c:int;c < childrenOnStage;c++){
                //trace ("Children on stage c= " + c +
                // test for a player or enemy child on stage
                if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy"){
                    // see if ovject is touching the game stage
                    if( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)){
                        // while it is still touching inch it up just until it stops
                           while ( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==true){
                               // called from CollisionObject Class, so force the connectioin
                               CollisionObject (getChildAt(c)).incrementUpward();
                               if (theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==false){
                                   CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                               } // end if
                           } //end while
                    } //end if touching
                }//end if player or enemy
                ///////////////////////Collision with Enemies///////////////
                if (getChildAt(c).name == "enemy"){
                    if(getChildAt(c).hitTestPoint (thePlayer.x, thePlayer.y , true) ){
                        if( thePlayer.isAttacking == false) {
                            // we are being attacked (and not defending)
                            health.width = health.width -2;                           
                            Enemy(getChildAt(c)).makeEnemyAttack();
                        }else{
                            // we are attacking that enemy
                            childToRemove = c;
                            Enemy(getChildAt(c)).makeEnemyDie();
                            finishOffEnemy.start();
                            finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                        } //end else
                    }else if (Enemy(getChildAt(c)).enemyIsAttacking ==true) {
                        // if there isn't a collision between player and enemy,BUT the enemy is attacking
                        Enemy(getChildAt(c)).makeEnemyStopAttacking();
                    } //end else
import flash.events.TimerEvent;
// end if
            } //end for loop
            /////////////// token collision detection ///////////////
    numChildrenInGameStage = theGameStage.numChildren;
    for (var d:int = 0; d < numChildrenInGameStage; d++){
        if (theGameStage.getChildAt(d).hasOwnProperty("isToken") &&
                        theGameStage.getChildAt(d).visable == true) {
            if (thePlayer.hitTestObject(theGameStage.getChildAt(d))){
                trace("hit token");
                //play sound
                token.play();
                theGameStage.removeChildAt ( d );
                numChildrenInGameStage = theGameStage.numChildren;
            }// end if
        }// end if
    } //end for
    }// end function processCollisions
    private function scrollStage():void{
            if (thePlayer.x != lastX){
                theStageNeedsToScroll = true;
            }else{
                theStageNeedsToScroll = false;
            }// end if
            if (theStageNeedsToScroll == true){
                for (var b:int = 0; b < childrenOnStage; b ++){
                    if (getChildAt (b).name =="enemy"){
                        getChildAt (b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                    }// end if
                } //end for
                theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
            } //end if
            thePlayer.x = stage.stageWidth * 0.5;
            lastX = thePlayer.x;
        }//  end function scrollStage
        // figure out logic
     //  end function scrollStage
    private function removeOrCreateNewEnemies():void{
        for (var c:int = 0; c < childrenOnStage; c++){
            if (getChildAt(c).name == "enemy" && getChildAt(c).y > stage.stageHeight){
                removeChildAt(c);
                createEnemy();
            } //end if
            if (getChildAt(c).name == "enemy" && getChildAt(c).x < thePlayer.x - stage.stageWidth){
                removeChildAt(c);
                createEnemy();
            } //end if
        } // end for loop
    }// end function removeOrCreateNewEnemies
    private function makeNewEnemyHandler(event:TimerEvent):void{
        currentNumberOfEnemiesOnstage = 0;
        for (var c:int = 0; c < childrenOnStage; c++){
            if (getChildAt(c).name == "enemy");
                currentNumberOfEnemiesOnstage++;
            }// end if
        }// end for
        if(currentNumberOfEnemiesOnstage < maxEnemies){
            trace("not enough enemies onstage, make more");
            createEnemy();
        } //end if
        makeNewEnemyTimer.start();                       
    } //end function
    public function finishOffEnemyComplete(event:TimerEvent):void {
        enemyKills ++;
        killScoreBox.text = String ( enemyKills) + " KILLS ";
        removeChildAt (childToRemove);
        childrenOnStage = this.numChildren;
    }// end functioin
    }// end public class

You have several problems with syntax. Here is the class that has syntactical integrity:
package
          // these are flash built in classes
          import flash.display.MovieClip;
          import flash.events.TimerEvent;
          import flash.utils.Timer;
          import flash.events.Event;
          //Our own custom class
          import MainTimer;
          import flash.events.KeyboardEvent;
          public class MainDocument extends MovieClip
                    //initial variable values
                    private var currentNumberOfEnemiesOnstage:int;
                    private var initialNumberOfEnemiesToCreate:int = 2;
                    private var enemyKills:int;
                    private var childToRemove:int;
                    private var level:int = 1;
                    private var makeNewEnemyTimer:Timer = new Timer(3000, 1);
                    private var finishOffEnemy:Timer = new Timer(500, 1);
                    private var gameTimer:MainTimer
                    private var thePlayer:Player;
                    private var theEnemy:Enemy;
                    private var maxEnemies:int = 3;
                    private var e:int = 0;
                    private var childrenOnStage:int;
                    private var lastX:int; // variable to determine where the last x of the player was.
                    private var theStageNeedsToScroll:Boolean = false; // flag for scrolling
                    private var numChildrenInGameStage:int;
                    private var jump:JumpSound = new JumpSound();
                    private var slap:SlapSound = new SlapSound();
                    private var token:TokenSound = new TokenSound();
                    public function MainDocument()
                              // constructor code
                              trace("the main document is alive");
                              makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE, makeNewEnemyHandler);
                              makeNewEnemyTimer.start();
                              //new instance of the MainTimer class
                              gameTimer = new MainTimer();
                              //must add it to the stage
                              addChild(gameTimer);
                              //adjust its position on the stage
                              gameTimer.x = 20;
                              gameTimer.y = 20;
                              //add the player
                              thePlayer = new Player();
                              addChild(thePlayer);
                              // adjust its position on the stage
                              thePlayer.x = stage.stageWidth * 0.5;
                              // assign the name property
                              thePlayer.name = "player";
                              while (e < initialNumberOfEnemiesToCreate)
                                        createEnemy();
                                        e++;
                              } //end while
                              // init variable for tracking "kills"
                              enemyKills = 0;
                              killScoreBox.text = String(enemyKills) + " KILLS ";
                              // Update this variable every time a child is added to the stage
                              childrenOnStage = this.numChildren;
                              //Add event listener to control timing of main game loop
                              addEventListener(Event.ENTER_FRAME, mainGameLoop);
                              // Prepare for the keystroke listeners
                              stage.focus = stage;
                              stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                              stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                    } //end public function MainDocument
                    private function keyDownHandler(e:KeyboardEvent):void
                              switch (e.keyCode)
                                        case 37: // left
                                                  thePlayer.moveLeft();
                                                  break;
                                        case 38: //up
                                                  jump.play();
                                                  thePlayer.startJumping();
                                                  break;
                                        case 39: //right
                                                  thePlayer.moveRight();
                                                  break;
                                        case 40: //down to attack
                                                  slap.play();
                                                  thePlayer.attack();
                                                  break;
                              } // end switch
                    } // end function keyDownHandler
                    private function keyUpHandler(e:KeyboardEvent):void
                              switch (e.keyCode)
                                        case 37: // left
                                        case 39: // right
                                                  thePlayer.standStill();
                                                  break;
                                        case 38: //jump
                                                  break;
                                        case 40: // down to attack
                                                  break;
                                        default:
                                        //anything
                              } //end switch
                    } // end function keyUpHandler
                    private function createEnemy():void
                              trace("create enemy");
                              theEnemy = new Enemy((Math.random() * 5) + 1);
                              addChild(theEnemy);
                              // Place in a random spot on stage
                              theEnemy.x = (Math.random() * stage.stageWidth);
                              theEnemy.y = 0;
                              // assign the "name" property
                              theEnemy.name = "enemy";
                              //Update this variable everytime a child is added to the stage
                              childrenOnStage = this.numChildren;
                    } //end function createEnemy
                    //the main loop for the game!!!!!
                    private function mainGameLoop(event:Event):void
                              checkForGameReset();
                              removeOrCreateNewEnemies();
                              processCollisions();
                              scrollStage();
                    } //end function mainGameLoop
                    private function checkForGameReset():void
                              //define conditions
                              if (gameTimer.timerHasStopped == true)
                                        resetBoard();
                              else if (thePlayer.y > stage.stageHeight)
                                        resetBoard();
                              else if (theGameStage.theFish.hitTestPoint(thePlayer.x, thePlayer.y, true) && theStageNeedsToScroll == false)
                                        resetBoard();
                              else if (health.width <= 2)
                                        resetBoard();
                    } //end function CheckForGameReset
                    private function resetBoard():void
                              health.width = 300;
                              thePlayer.x = stage.stageWidth * 0.5;
                              theGameStage.x = stage.stageWidth * 0.5;
                              thePlayer.y = 0;
                              theGameStage.y = 0;
                              enemyKills = 0;
                              gameTimer.resetTimer();
                    } //end function
                    private function processCollisions():void
                              //  set up main loop to look through all collidable objects on stage
                              for (var c:int; c < childrenOnStage; c++)
                                        //trace ("Children on stage c= " + c +
                                        // test for a player or enemy child on stage
                                        if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy")
                                                  // see if ovject is touching the game stage
                                                  if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true))
                                                            // while it is still touching inch it up just until it stops
                                                            // while it is still touching inch it up just until it stops
                                                            while (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == true)
                                                                      // called from CollisionObject Class, so force the connectioin
                                                                      CollisionObject(getChildAt(c)).incrementUpward();
                                                                      if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == false)
                                                                                CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                                                      } // end if
                                                            } //end while
                                                  } //end if touching
                                        } //end if player or enemy
                                        ///////////////////////Collision with Enemies///////////////
                                        if (getChildAt(c).name == "enemy")
                                                  if (getChildAt(c).hitTestPoint(thePlayer.x, thePlayer.y, true))
                                                            if (thePlayer.isAttacking == false)
                                                                      // we are being attacked (and not defending)
                                                                      health.width = health.width - 2;
                                                                      Enemy(getChildAt(c)).makeEnemyAttack();
                                                            else
                                                                      // we are attacking that enemy
                                                                      childToRemove = c;
                                                                      Enemy(getChildAt(c)).makeEnemyDie();
                                                                      finishOffEnemy.start();
                                                                      finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                                                            } //end else
                                                  else if (Enemy(getChildAt(c)).enemyIsAttacking == true)
                                                            // if there isn't a collision between player and enemy,BUT the enemy is attacking
                                                            Enemy(getChildAt(c)).makeEnemyStopAttacking();
                                                  } //end else
                              } //end for loop
                              /////////////// token collision detection ///////////////
                              numChildrenInGameStage = theGameStage.numChildren;
                              for (var d:int = 0; d < numChildrenInGameStage; d++)
                                        if (theGameStage.getChildAt(d).hasOwnProperty("isToken") && theGameStage.getChildAt(d).visable == true)
                                                  if (thePlayer.hitTestObject(theGameStage.getChildAt(d)))
                                                            trace("hit token");
                                                            //play sound
                                                            token.play();
                                                            theGameStage.removeChildAt(d);
                                                            numChildrenInGameStage = theGameStage.numChildren;
                                                  } // end if
                                        } // end if
                              } //end for
                    } // end function processCollisions
                    private function scrollStage():void
                              if (thePlayer.x != lastX)
                                        theStageNeedsToScroll = true;
                              else
                                        theStageNeedsToScroll = false;
                              } // end if
                              if (theStageNeedsToScroll == true)
                                        for (var b:int = 0; b < childrenOnStage; b++)
                                                  if (getChildAt(b).name == "enemy")
                                                            getChildAt(b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                                                  } // end if
                                        } //end for
                                        theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                              } //end if
                              thePlayer.x = stage.stageWidth * 0.5;
                              lastX = thePlayer.x;
                    } //  end function scrollStage
                    // figure out logic
                    //  end function scrollStage
                    private function removeOrCreateNewEnemies():void
                              currentNumberOfEnemiesOnstage = 0;
                              for (var c:int = 0; c < childrenOnStage; c++)
                                        if (getChildAt(c).name == "enemy")
                                                  currentNumberOfEnemiesOnstage++;
                                        } // end if
                              } // end for
                              if (currentNumberOfEnemiesOnstage < maxEnemies)
                                        trace("not enough enemies onstage, make more");
                                        createEnemy();
                              } //end if
                              makeNewEnemyTimer.start();
                    } //end function
                    public function finishOffEnemyComplete(event:TimerEvent):void
                              enemyKills++;
                              killScoreBox.text = String(enemyKills) + " KILLS ";
                              removeChildAt(childToRemove);
                              childrenOnStage = this.numChildren;
                    } // end functioin

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