Actionscript Tweening Help(8 errors!)

can any one help me fix my errors?
1136: Incorrect number of arguments.  Expected 4.  x4
1067: Implicit coercion of a value of type Number to an unrelated type Function.  x4
my code:
stop()
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
import fl.transitions.easing.*
// value.valueOf()
var amount:Number = 5
var amount1:Number = 8
var amount2:Number = 12
var amount3:Number = 20
var fireSide:Number
// 1 = Up
// 2 = Right
// 3 = Down
// 4 = Left
var timer:Timer = new Timer(1)
var time:Timer = new Timer(5000)
var miss:Timer = new Timer(5000)
var gotPoint:Timer = new Timer(1, 1)
var value:Number = 1;
var weapon:String;
var txBox:TextField = new TextField;
txBox.width = 128;
txBox.height = 16;
txBox.x = PersonRight.x -txBox.width/2;
txBox.y = PersonRight.y -35;
txBox.border = true;
txBox.borderColor = 0x000000;
txBox.background = true;
txBox.backgroundColor = 0x00FF00;
addChild(txBox);
addEventListener(Event.ENTER_FRAME, checkWeapon)
timer.start()
miss.start()
miss.addEventListener(TimerEvent.TIMER, tooLate)
function tooLate(Event:TimerEvent):void
     timer.stop();
     miss.stop();
     present.visible = false
     var presentX:Number = present.x
     var presentY:Number = present.y
     var minusX:Number
     if(presentX >= 226)
          minusX = -1
     else if(presentX <= 225)
          minusX = 1
     var minusY:Number
     if(presentY >= 200)
          minusY = -1
     else if(presentY <= 199)
          minusY = 1
     var ranH:Number = Math.random()*(stage.stageHeight-presentY)* minusY
     var ranW:Number = Math.random()*(stage.stageWidth-presentX)* minusX
     var changePlaceX:Tween = new Tween(present, "x", null, presentX, ranW, 5, true);
     var changePlaceY:Tween = new Tween(present, "y", null, presentY, ranH, 5, true);
     changePlaceX.addEventListener(TweenEvent.MOTION_FINISH, restart);
     changePlaceY.addEventListener(TweenEvent.MOTION_FINISH, restart);
     function restart(Event:TweenEvent):void
          timer.start();
          present.visible = true
          miss.start();
timer.addEventListener(TimerEvent.TIMER, timering)
function timering(Event:TimerEvent):void
     if(PersonRight.hitTestObject(present))
         gotPoint.addEventListener(TimerEvent.TIMER_COMPLETE, tooLate);
          gotPoint.start();
          timer.stop()
          time.addEventListener(TimerEvent.TIMER, stopAdd);
          time.start()
          if(value == 1)
          amount = amount + 2
          if(value == 2)
          amount1 = amount1 + 5
          if(value == 3)
          amount2 = amount2 + 8
          if(value == 4)
          amount3 = amount3 + 12
          if(value == 5)
               //do nothing
          function stopAdd(Event:TimerEvent):void
               timer.stop();
function checkWeapon(event:Event):void
    if(value == 1)
        weapon = 'Frenzy Plant'
        txBox.text = weapon + '     ' + amount.valueOf();
    else if(value == 2)
        weapon = 'Leaf Storm'
        txBox.text = weapon + '     ' + amount1.valueOf();
    else if(value == 3)
        weapon = 'Solar Beam'
        txBox.text = weapon + '     ' + amount2.valueOf();
    else if(value == 4)
        weapon = 'Giga Drain'
        txBox.text = weapon + '     ' + amount3.valueOf();
    else if(value == 5)
        var neverEnding:String = '∞'
        weapon = 'Razor Leaf'
        txBox.text = weapon + '     ' + neverEnding;
    else
        weapon = 'No Weapon'
        txBox.text = weapon;
PersonRight.visible = false;
PersonDown.visible = false;
PersonDownStill.visible = false;
PersonUp.visible = false;
PersonUpStill.visible = false;
PersonLeft.visible = false;
PersonLeftStill.visible = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, press);
stage.addEventListener(KeyboardEvent.KEY_UP, release);
function press(event:KeyboardEvent):void
    var keyPressed = event.keyCode;
    if(keyPressed == 65)
        PersonRight.visible = false;
        PersonRightStill.visible = false;
        PersonDownStill.visible = false;
        PersonDown.visible = false;
        PersonUp.visible = false;
        PersonUpStill.visible = false;
        PersonLeft.visible = true;
        PersonLeftStill.visible = false;
        txBox.x = PersonLeft.x -txBox.width/2;
        txBox.y = PersonLeft.y -35;
        PersonLeftStill.x = PersonLeft.x;
        PersonLeftStill.y = PersonLeft.y;
        PersonDownStill.x = PersonLeft.x;
        PersonDownStill.y = PersonLeft.y;
        PersonDown.x = PersonLeft.x;
        PersonDown.y = PersonLeft.y;
        PersonRightStill.x = PersonLeft.x
        PersonRightStill.y = PersonLeft.y
        PersonRight.x = PersonLeft.x
        PersonRight.y = PersonLeft.y
        PersonUpStill.x = PersonLeft.x
        PersonUpStill.y = PersonLeft.y
        PersonUp.x = PersonLeft.x
        PersonUp.y = PersonLeft.y
        PersonLeft.x += -5
        checkCollisionWithZombie(wall)
          fireSide = 4
    if(keyPressed == 87)
        PersonRight.visible = false
        PersonRightStill.visible = false
        PersonDownStill.visible = false
        PersonDown.visible = false
        PersonUp.visible = true
        PersonUpStill.visible = false
        PersonLeft.visible = false
        PersonLeftStill.visible = false
        txBox.x = PersonUp.x -txBox.width/2
        txBox.y = PersonUp.y -35
        PersonUpStill.x = PersonUp.x
        PersonUpStill.y = PersonUp.y
        PersonDownStill.x = PersonUp.x
        PersonDownStill.y = PersonUp.y
        PersonDown.x = PersonUp.x
        PersonDown.y = PersonUp.y
        PersonRightStill.x = PersonUp.x
        PersonRightStill.y = PersonUp.y
        PersonRight.x = PersonUp.x
        PersonRight.y = PersonUp.y
        PersonLeftStill.x = PersonUp.x
        PersonLeftStill.y = PersonUp.y
        PersonLeft.x = PersonUp.x
        PersonLeft.y = PersonUp.y
        PersonUp.y += -5
        checkCollisionWithZombie(wall)
          fireSide = 1
    if(keyPressed == 68)
        PersonRight.visible = true
        PersonRightStill.visible = false
        PersonDownStill.visible = false
        PersonDown.visible = false
        PersonUp.visible = false
        PersonUpStill.visible = false
        PersonLeft.visible = false
        PersonLeftStill.visible = false
        txBox.x = PersonRight.x -txBox.width/2
        txBox.y = PersonRight.y -35
        PersonRightStill.x = PersonRight.x
        PersonRightStill.y = PersonRight.y
        PersonDownStill.x = PersonRight.x
        PersonDownStill.y = PersonRight.y
        PersonDown.x = PersonRight.x
        PersonDown.y = PersonRight.y
        PersonUpStill.x = PersonRight.x
        PersonUpStill.y = PersonRight.y
        PersonLeftStill.x = PersonRight.x
        PersonLeftStill.y = PersonRight.y
        PersonLeft.x = PersonRight.x
        PersonLeft.y = PersonRight.y
        PersonUp.x = PersonRight.x
        PersonUp.y = PersonRight.y
        PersonRight.x += 5
        checkCollisionWithZombie(wall)
          fireSide = 2
    if(keyPressed == 83)
        PersonDown.visible = true
        PersonDownStill.visible = false
        PersonRight.visible = false
        PersonRightStill.visible = false
        PersonUp.visible = false
        PersonUpStill.visible = false
        PersonLeft.visible = false
        PersonLeftStill.visible = false
        txBox.x = PersonDown.x -txBox.width/2
        txBox.y = PersonDown.y -35
        PersonDownStill.x = PersonDown.x
        PersonDownStill.y = PersonDown.y
        PersonRightStill.x = PersonDown.x
        PersonRightStill.y = PersonDown.y
        PersonRight.x = PersonDown.x
        PersonRight.y = PersonDown.y
        PersonUpStill.x = PersonDown.x
        PersonUpStill.y = PersonDown.y
        PersonLeftStill.x = PersonDown.x
        PersonLeftStill.y = PersonDown.y
        PersonLeft.x = PersonDown.x
        PersonLeft.y = PersonDown.y
        PersonUp.x = PersonDown.x
        PersonUp.y = PersonDown.y
        PersonDown.y += 5
        checkCollisionWithZombie(wall)
          fireSide = 3
    if(keyPressed == 81)//16
        if(value <= 1)
            value = 5
        else
            value += -1
    if(keyPressed == 69)//17
        value +=1
        if(value == 6)
            value = 1
    if(keyPressed == Keyboard.SPACE)
        if(value == 1)
            if(amount == 0)
                amount = 0
            else
                amount+=-1
                    switch(fireSide)
                         case 1:
                         frenzyPlant.rotation -= 90
                         frenzyPlant.x = PersonUp.x
                         var attackUp:Tween = new Tween(frenzyPlant, "y", Strong.easeOut(), frenzyPlant.y, -100, 1, true)
                         break;
                         case 2:
                         frenzyPlant.x = PersonRight.x
                         var attackRight:Tween = new Tween(frenzyPlant, "X", Strong.easeOut(), frenzyPlant.x, 500, 1, true)
                         break;
                         case 3:
                         frenzyPlant.rotation += 90
                         frenzyPlant.x = PersonDown.x
                         var attackDown:Tween = new Tween(frenzyPlant, "y", Strong.easeOut(), frenzyPlant.y, 650, 1, true)
                         break;
                         case 4:
                         frenzyPlant.rotation += 180
                         frenzyPlant.x = PersonLeft.x
                         var attackLeft:Tween = new Tween(frenzyPlant, "x", Strong.easeOut(), frenzyPlant.x, -100, 1, true)
                         break;
        if(value == 2)
            if(amount1 == 0)
                amount1 = 0
            else
                amount1+=-1
        if(value == 3)
            if(amount2 == 0)
                amount2 = 0
            else
                amount2+=-1
        if(value == 4)
            if(amount3 == 0)
                amount3 = 0
            else
                amount3+=-1
        if(value == 5)
function release(event:KeyboardEvent):void
    var keyPressed = event.keyCode;
    var thisKey:Number = event.keyCode;
    if(keyPressed == 65)
        PersonLeft.visible = false
        PersonLeftStill.visible = true
        PersonLeft.x = PersonLeftStill.x
        PersonLeft.y = PersonLeftStill.y
    if(keyPressed == 87)
        PersonUp.visible = false
        PersonUpStill.visible = true
        PersonUp.x = PersonUpStill.x
        PersonUp.y = PersonUpStill.y
    if(keyPressed == 68)
        PersonRight.visible = false
        PersonRightStill.visible = true
        PersonRight.x = PersonRightStill.x
        PersonRight.y = PersonRightStill.y
    if(keyPressed == 83)
        PersonDown.visible = false
        PersonDownStill.visible = true
        PersonDown.x = PersonDownStill.x
        PersonDown.y = PersonDownStill.y
function checkCollisionWithZombie(wall:MovieClip)
    Collision.block(PersonDown, wall)
    Collision.block(PersonDownStill, wall)
    Collision.block(PersonRight, wall)
    Collision.block(PersonRightStill, wall)
    Collision.block(PersonUp, wall)
    Collision.block(PersonUpStill, wall)
    Collision.block(PersonLeft, wall)
    Collision.block(PersonLeftStill, wall)
    Collision.block(PersonDown, wall1)
    Collision.block(PersonDownStill, wall1)
    Collision.block(PersonRight, wall1)
    Collision.block(PersonRightStill, wall1)
    Collision.block(PersonUp, wall1)
    Collision.block(PersonUpStill, wall1)
    Collision.block(PersonLeft, wall1)
    Collision.block(PersonLeftStill, wall1)
    Collision.block(PersonDown, wall2)
    Collision.block(PersonDownStill, wall2)
    Collision.block(PersonRight, wall2)
    Collision.block(PersonRightStill, wall2)
    Collision.block(PersonUp, wall2)
    Collision.block(PersonUpStill, wall2)
    Collision.block(PersonLeft, wall2)
    Collision.block(PersonLeftStill, wall2)
    Collision.block(PersonDown, wall3)
    Collision.block(PersonDownStill, wall3)
    Collision.block(PersonRight, wall3)
    Collision.block(PersonRightStill, wall3)
    Collision.block(PersonUp, wall3)
    Collision.block(PersonUpStill, wall3)
    Collision.block(PersonLeft, wall3)
    Collision.block(PersonLeftStill, wall3)
    Collision.block(PersonDown, wall4)
    Collision.block(PersonDownStill, wall4)
    Collision.block(PersonRight, wall4)
    Collision.block(PersonRightStill, wall4)
    Collision.block(PersonUp, wall4)
    Collision.block(PersonUpStill, wall4)
    Collision.block(PersonLeft, wall4)
    Collision.block(PersonLeftStill, wall4)
    Collision.block(PersonDown, wall5)
    Collision.block(PersonDownStill, wall5)
    Collision.block(PersonRight, wall5)
    Collision.block(PersonRightStill, wall5)
    Collision.block(PersonUp, wall5)
    Collision.block(PersonUpStill, wall5)
    Collision.block(PersonLeft, wall5)
    Collision.block(PersonLeftStill, wall5)
    Collision.block(PersonDown, wall6)
    Collision.block(PersonDownStill, wall6)
    Collision.block(PersonRight, wall6)
    Collision.block(PersonRightStill, wall6)
    Collision.block(PersonUp, wall6)
    Collision.block(PersonUpStill, wall6)
    Collision.block(PersonLeft, wall6)
    Collision.block(PersonLeftStill, wall6)
    Collision.block(PersonDown, wall7)
    Collision.block(PersonDownStill, wall7)
    Collision.block(PersonRight, wall7)
    Collision.block(PersonRightStill, wall7)
    Collision.block(PersonUp, wall7)
    Collision.block(PersonUpStill, wall7)
    Collision.block(PersonLeft, wall7)
    Collision.block(PersonLeftStill, wall7)
the lines of codes that are causing the errors(i think)
switch(fireSide)
                         case 1:
                         frenzyPlant.rotation -= 90
                         frenzyPlant.x = PersonUp.x
                         var attackUp:Tween = new Tween(frenzyPlant, "y", Strong.easeOut(), frenzyPlant.y, -100, 1, true)
                         break;
                         case 2:
                         frenzyPlant.x = PersonRight.x
                         var attackRight:Tween = new Tween(frenzyPlant, "X", Strong.easeOut(), frenzyPlant.x, 500, 1, true)
                         break;
                         case 3:
                         frenzyPlant.rotation += 90
                         frenzyPlant.x = PersonDown.x
                         var attackDown:Tween = new Tween(frenzyPlant, "y", Strong.easeOut(), frenzyPlant.y, 650, 1, true)
                         break;
                         case 4:
                         frenzyPlant.rotation += 180
                         frenzyPlant.x = PersonLeft.x
                         var attackLeft:Tween = new Tween(frenzyPlant, "x", Strong.easeOut(), frenzyPlant.x, -100, 1, true)
                         break;

i'm not really sure how that will help. i checked and everything is working. just i think i coded something wrong
my new code:
stop()
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
import fl.transitions.easing.*
var fAttackUp:Tween;
var fAttackRight:Tween;
var fAttackDown:Tween;
var fAttackLeft:Tween;
// value.valueOf()
var amount:Number = 5
var amount1:Number = 8
var amount2:Number = 12
var amount3:Number = 20
var fireSide:Number
// 1 = Up
// 2 = Right
// 3 = Down
// 4 = Left
var timer:Timer = new Timer(1)
var time:Timer = new Timer(5000)
var miss:Timer = new Timer(5000)
var gotPoint:Timer = new Timer(1, 1)
var value:Number = 1;
var weapon:String;
var txBox:TextField = new TextField;
txBox.width = 128;
txBox.height = 16;
txBox.x = PersonRight.x -txBox.width/2;
txBox.y = PersonRight.y -35;
txBox.border = true;
txBox.borderColor = 0x000000;
txBox.background = true;
txBox.backgroundColor = 0x00FF00;
addChild(txBox);
addEventListener(Event.ENTER_FRAME, checkWeapon)
timer.start()
miss.start()
miss.addEventListener(TimerEvent.TIMER, tooLate)
function tooLate(Event:TimerEvent):void
     timer.stop();
     miss.stop();
     present.visible = false
     var presentX:Number = present.x
     var presentY:Number = present.y
     var minusX:Number
     if(presentX >= 226)
          minusX = -1
     else if(presentX <= 225)
          minusX = 1
     var minusY:Number
     if(presentY >= 200)
          minusY = -1
     else if(presentY <= 199)
          minusY = 1
     var ranH:Number = Math.random()*(stage.stageHeight-presentY)* minusY
     var ranW:Number = Math.random()*(stage.stageWidth-presentX)* minusX
     var changePlaceX:Tween = new Tween(present, "x", null, presentX, ranW, 5, true);
     var changePlaceY:Tween = new Tween(present, "y", null, presentY, ranH, 5, true);
     changePlaceX.addEventListener(TweenEvent.MOTION_FINISH, restart);
     changePlaceY.addEventListener(TweenEvent.MOTION_FINISH, restart);
     function restart(Event:TweenEvent):void
          timer.start();
          present.visible = true
          miss.start();
          time.start();
timer.addEventListener(TimerEvent.TIMER, timering)
function timering(Event:TimerEvent):void
     if(PersonRight.hitTestObject(present))
         gotPoint.addEventListener(TimerEvent.TIMER_COMPLETE, tooLate);
          gotPoint.start();
          timer.stop()
          time.addEventListener(TimerEvent.TIMER, stopAdd);
          time.start()
          if(value == 1)
          amount = amount + 2
          if(value == 2)
          amount1 = amount1 + 5
          if(value == 3)
          amount2 = amount2 + 8
          if(value == 4)
          amount3 = amount3 + 12
          if(value == 5)
               //do nothing
          function stopAdd(Event:TimerEvent):void
               timer.stop();
function checkWeapon(event:Event):void
    if(value == 1)
        weapon = 'Frenzy Plant'
        txBox.text = weapon + '     ' + amount.valueOf();
    else if(value == 2)
        weapon = 'Leaf Storm'
        txBox.text = weapon + '     ' + amount1.valueOf();
    else if(value == 3)
        weapon = 'Solar Beam'
        txBox.text = weapon + '     ' + amount2.valueOf();
    else if(value == 4)
        weapon = 'Giga Drain'
        txBox.text = weapon + '     ' + amount3.valueOf();
    else if(value == 5)
        var neverEnding:String = '∞'
        weapon = 'Razor Leaf'
        txBox.text = weapon + '     ' + neverEnding;
    else
        weapon = 'No Weapon'
        txBox.text = weapon;
PersonRight.visible = false;
PersonDown.visible = false;
PersonDownStill.visible = false;
PersonUp.visible = false;
PersonUpStill.visible = false;
PersonLeft.visible = false;
PersonLeftStill.visible = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, press);
stage.addEventListener(KeyboardEvent.KEY_UP, release);
function press(event:KeyboardEvent):void
    var keyPressed = event.keyCode;
    if(keyPressed == Keyboard.LEFT) // 65
        PersonRight.visible = false;
        PersonRightStill.visible = false;
        PersonDownStill.visible = false;
        PersonDown.visible = false;
        PersonUp.visible = false;
        PersonUpStill.visible = false;
        PersonLeft.visible = true;
        PersonLeftStill.visible = false;
        txBox.x = PersonLeft.x -txBox.width/2;
        txBox.y = PersonLeft.y -35;
        PersonLeftStill.x = PersonLeft.x;
        PersonLeftStill.y = PersonLeft.y;
        PersonDownStill.x = PersonLeft.x;
        PersonDownStill.y = PersonLeft.y;
        PersonDown.x = PersonLeft.x;
        PersonDown.y = PersonLeft.y;
        PersonRightStill.x = PersonLeft.x
        PersonRightStill.y = PersonLeft.y
        PersonRight.x = PersonLeft.x
        PersonRight.y = PersonLeft.y
        PersonUpStill.x = PersonLeft.x
        PersonUpStill.y = PersonLeft.y
        PersonUp.x = PersonLeft.x
        PersonUp.y = PersonLeft.y
        PersonLeft.x += -5
        checkCollisionWithZombie(wall)
          fireSide = 4
    if(keyPressed == Keyboard.UP)//87
        PersonRight.visible = false
        PersonRightStill.visible = false
        PersonDownStill.visible = false
        PersonDown.visible = false
        PersonUp.visible = true
        PersonUpStill.visible = false
        PersonLeft.visible = false
        PersonLeftStill.visible = false
        txBox.x = PersonUp.x -txBox.width/2
        txBox.y = PersonUp.y -35
        PersonUpStill.x = PersonUp.x
        PersonUpStill.y = PersonUp.y
        PersonDownStill.x = PersonUp.x
        PersonDownStill.y = PersonUp.y
        PersonDown.x = PersonUp.x
        PersonDown.y = PersonUp.y
        PersonRightStill.x = PersonUp.x
        PersonRightStill.y = PersonUp.y
        PersonRight.x = PersonUp.x
        PersonRight.y = PersonUp.y
        PersonLeftStill.x = PersonUp.x
        PersonLeftStill.y = PersonUp.y
        PersonLeft.x = PersonUp.x
        PersonLeft.y = PersonUp.y
        PersonUp.y += -5
        checkCollisionWithZombie(wall)
          fireSide = 1
    if(keyPressed == Keyboard.RIGHT)//68
        PersonRight.visible = true
        PersonRightStill.visible = false
        PersonDownStill.visible = false
        PersonDown.visible = false
        PersonUp.visible = false
        PersonUpStill.visible = false
        PersonLeft.visible = false
        PersonLeftStill.visible = false
        txBox.x = PersonRight.x -txBox.width/2
        txBox.y = PersonRight.y -35
        PersonRightStill.x = PersonRight.x
        PersonRightStill.y = PersonRight.y
        PersonDownStill.x = PersonRight.x
        PersonDownStill.y = PersonRight.y
        PersonDown.x = PersonRight.x
        PersonDown.y = PersonRight.y
        PersonUpStill.x = PersonRight.x
        PersonUpStill.y = PersonRight.y
        PersonLeftStill.x = PersonRight.x
        PersonLeftStill.y = PersonRight.y
        PersonLeft.x = PersonRight.x
        PersonLeft.y = PersonRight.y
        PersonUp.x = PersonRight.x
        PersonUp.y = PersonRight.y
        PersonRight.x += 5
        checkCollisionWithZombie(wall)
          fireSide = 2
    if(keyPressed == Keyboard.DOWN)//83
        PersonDown.visible = true
        PersonDownStill.visible = false
        PersonRight.visible = false
        PersonRightStill.visible = false
        PersonUp.visible = false
        PersonUpStill.visible = false
        PersonLeft.visible = false
        PersonLeftStill.visible = false
        txBox.x = PersonDown.x -txBox.width/2
        txBox.y = PersonDown.y -35
        PersonDownStill.x = PersonDown.x
        PersonDownStill.y = PersonDown.y
        PersonRightStill.x = PersonDown.x
        PersonRightStill.y = PersonDown.y
        PersonRight.x = PersonDown.x
        PersonRight.y = PersonDown.y
        PersonUpStill.x = PersonDown.x
        PersonUpStill.y = PersonDown.y
        PersonLeftStill.x = PersonDown.x
        PersonLeftStill.y = PersonDown.y
        PersonLeft.x = PersonDown.x
        PersonLeft.y = PersonDown.y
        PersonUp.x = PersonDown.x
        PersonUp.y = PersonDown.y
        PersonDown.y += 5
        checkCollisionWithZombie(wall)
          fireSide = 3
    if(keyPressed == 81)//16
        if(value <= 1)
            value = 5
        else
            value += -1
    if(keyPressed == 69)//17
        value +=1
        if(value == 6)
            value = 1
    if(keyPressed == Keyboard.SPACE)
          trace(fireSide)
        if(value == 1)
            if(amount == 0)
                amount = 0
            else
                amount+=-1
                    switch(fireSide)
                         case 1:
                         frenzyPlant.x = PersonUp.x
                         frenzyPlant.rotation = 270
                         trace(frenzyPlant.x)
                         fAttackUp= new Tween(frenzyPlant, "y", Strong.easeOut, PersonUp.y, -100, 1, true)
                         frenzyPlant.x = PersonRight.x
                         trace("did")
                         break;
                         case 2:
                         frenzyPlant.x = PersonRight.x
                         trace(frenzyPlant.x)
                         fAttackRight = new Tween(frenzyPlant, "x", Strong.easeOut, PersonRight.x, 650, 1, true)
                         frenzyPlant.x = PersonRight.x
                         trace("did")
                         break;
                         case 3:
                         frenzyPlant.x = PersonDown.x
                         frenzyPlant.rotation = 90
                         trace(frenzyPlant.x)
                         fAttackDown = new Tween(frenzyPlant, "y", Strong.easeOut, PersonDown.y, 500, 1, true)
                         frenzyPlant.x = PersonLeft.x
                         trace("did")
                         break;
                         case 4:
                         frenzyPlant.x = PersonLeft.x
                         frenzyPlant.rotation = 180
                         trace(frenzyPlant.x)
                         fAttackLeft = new Tween(frenzyPlant, "x", Strong.easeOut, PersonLeft.x, -100, 1, true)
                         frenzyPlant.x = PersonLeft.x
                         trace("did")
                         break;
        if(value == 2)
            if(amount1 == 0)
                amount1 = 0
            else
                amount1+=-1
        if(value == 3)
            if(amount2 == 0)
                amount2 = 0
            else
                amount2+=-1
        if(value == 4)
            if(amount3 == 0)
                amount3 = 0
            else
                amount3+=-1
        if(value == 5)
function release(event:KeyboardEvent):void
    var keyPressed = event.keyCode;
    var thisKey:Number = event.keyCode;
    if(keyPressed == 65)
        PersonLeft.visible = false
        PersonLeftStill.visible = true
        PersonLeft.x = PersonLeftStill.x
        PersonLeft.y = PersonLeftStill.y
    if(keyPressed == 87)
        PersonUp.visible = false
        PersonUpStill.visible = true
        PersonUp.x = PersonUpStill.x
        PersonUp.y = PersonUpStill.y
    if(keyPressed == 68)
        PersonRight.visible = false
        PersonRightStill.visible = true
        PersonRight.x = PersonRightStill.x
        PersonRight.y = PersonRightStill.y
    if(keyPressed == 83)
        PersonDown.visible = false
        PersonDownStill.visible = true
        PersonDown.x = PersonDownStill.x
        PersonDown.y = PersonDownStill.y
function checkCollisionWithZombie(wall:MovieClip)
    Collision.block(PersonDown, wall)
    Collision.block(PersonDownStill, wall)
    Collision.block(PersonRight, wall)
    Collision.block(PersonRightStill, wall)
    Collision.block(PersonUp, wall)
    Collision.block(PersonUpStill, wall)
    Collision.block(PersonLeft, wall)
    Collision.block(PersonLeftStill, wall)
    Collision.block(PersonDown, wall1)
    Collision.block(PersonDownStill, wall1)
    Collision.block(PersonRight, wall1)
    Collision.block(PersonRightStill, wall1)
    Collision.block(PersonUp, wall1)
    Collision.block(PersonUpStill, wall1)
    Collision.block(PersonLeft, wall1)
    Collision.block(PersonLeftStill, wall1)
    Collision.block(PersonDown, wall2)
    Collision.block(PersonDownStill, wall2)
    Collision.block(PersonRight, wall2)
    Collision.block(PersonRightStill, wall2)
    Collision.block(PersonUp, wall2)
    Collision.block(PersonUpStill, wall2)
    Collision.block(PersonLeft, wall2)
    Collision.block(PersonLeftStill, wall2)
    Collision.block(PersonDown, wall3)
    Collision.block(PersonDownStill, wall3)
    Collision.block(PersonRight, wall3)
    Collision.block(PersonRightStill, wall3)
    Collision.block(PersonUp, wall3)
    Collision.block(PersonUpStill, wall3)
    Collision.block(PersonLeft, wall3)
    Collision.block(PersonLeftStill, wall3)
    Collision.block(PersonDown, wall4)
    Collision.block(PersonDownStill, wall4)
    Collision.block(PersonRight, wall4)
    Collision.block(PersonRightStill, wall4)
    Collision.block(PersonUp, wall4)
    Collision.block(PersonUpStill, wall4)
    Collision.block(PersonLeft, wall4)
    Collision.block(PersonLeftStill, wall4)
    Collision.block(PersonDown, wall5)
    Collision.block(PersonDownStill, wall5)
    Collision.block(PersonRight, wall5)
    Collision.block(PersonRightStill, wall5)
    Collision.block(PersonUp, wall5)
    Collision.block(PersonUpStill, wall5)
    Collision.block(PersonLeft, wall5)
    Collision.block(PersonLeftStill, wall5)
    Collision.block(PersonDown, wall6)
    Collision.block(PersonDownStill, wall6)
    Collision.block(PersonRight, wall6)
    Collision.block(PersonRightStill, wall6)
    Collision.block(PersonUp, wall6)
    Collision.block(PersonUpStill, wall6)
    Collision.block(PersonLeft, wall6)
    Collision.block(PersonLeftStill, wall6)
    Collision.block(PersonDown, wall7)
    Collision.block(PersonDownStill, wall7)
    Collision.block(PersonRight, wall7)
    Collision.block(PersonRightStill, wall7)
    Collision.block(PersonUp, wall7)
    Collision.block(PersonUpStill, wall7)
    Collision.block(PersonLeft, wall7)
    Collision.block(PersonLeftStill, wall7)

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