Convert onEnterFrame Event Handler  AS2 code into AS3

My code of AS2 is given below. I do not know what event handler type is used and which event handler is used in AS3.
onEnterFrame = function(){

this.addEventListener(Event.ENTER_FRAME,onEf);
// "this" references the movie itself, you can also use "stage" or the instance name of an object on the stage
// look up addEventListener in the online help. This method takes two arguments, the event that you want to "listen" for and the name of the function to execute when the event occurs.
// the function that will be called when the event occurs. It takes one argument that corresponds with the first argument of the addEventListener method.
function onEf(event:Event):void {

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    From: [email protected]
    To: [email protected]
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                } // end else if
            } // end else if
            --len;
            return (ok);
        } // end else if
    } // End of the function
    function way(fromx, fromy, tox, toy)
        len = 0;
        ok = false;
        for (i = 1; i <= limits; i++)
            for (j = 1; j <= limits; j++)
                wa[i][j] = ma[i][j];
            } // end of for
        } // end of for
        wa[fromx][fromy] = 0;
        return (recur(fromx, fromy, tox, toy));
    } // End of the function
    function init()
        var _loc2 = _root;
        scorerule = new Array(40, 50, 60, 70, 80);
        score = 0;
        totalballs = 7;
        nextballs = 3;
        limits = 9;
        kkk = 1000;
        xnext = next1._x - 19;
        ynext = next1._y + 21;
        ballsput = 0;
        drum = new Array();
        wa = new Array();
        st = new Array();
        for (i = 1; i <= limits * limits; i++)
            drum[i] = new Array(0, 0);
        } // end of for
        for (i = 1; i <= limits * limits; i++)
            wa[i] = new Array(limits + 1);
        } // end of for
        selected = new Array(0, 0);
        ma = new Array();
        for (i = 1; i <= limits; i++)
            ma[i] = new Array(limits + 1);
            for (j = 1; j <= limits; j++)
                ma[i][j] = 0;
                _loc2.inGame["balls" + i + j].x = i;
                _loc2.inGame["balls" + i + j].y = j;
            } // end of for
        } // end of for
        nextarray = new Array();
        for (i = 1; i <= nextballs; i++)
            nextarray[i] = new Array(0, 0, 0);
            attachMovie("balls", "nextballs" + i, kkk++);
            _loc2.inGame["nextballs" + i]._x = xnext;
            _loc2.inGame["nextballs" + i]._y = ynext + i * 60;
            _loc2.inGame["nextballs" + i]._xscale = 140;
            _loc2.inGame["nextballs" + i]._yscale = 140;
        } // end of for
        actioner2.swapDepths(20000);
    } // End of the function
    function generatenext()
        var _loc2 = _root;
        if (ballsput <= 81 - nextballs)
            togenerate = nextballs;
        else
            togenerate = 81 - ballsput;
        } // end else if
        for (i = 1; i <= togenerate; i++)
            do
                x = random(limits) + 1;
                y = random(limits) + 1;
            } while (ma[x][y] != 0)
            nextarray[i][0] = random(totalballs) + 1;
            nextarray[i][1] = x;
            nextarray[i][2] = y;
            _loc2.inGame["nextballs" + i].gotoAndStop(nextarray[i][0] + 1);
            _loc2.inGame["nextballs" + i].buton._visible = false;
        } // end of for
        for (i = togenerate + 1; i <= nextballs; i++)
            _loc2.inGame["nextballs" + i].gotoAndStop("blank");
        } // end of for
        nextballs3.buton._visible = false;
    } // End of the function
    function putnextballs()
        var _loc2 = _root;
        _loc2.inSFX.grow.start();
        if (ballsput <= 81 - nextballs)
            togenerate = nextballs;
        else
            togenerate = 81 - ballsput;
        } // end else if
        for (i = 1; i <= togenerate; i++)
            if (ma[nextarray[i][1]][nextarray[i][2]] == 0)
                ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
            else
                do
                    x = random(limits) + 1;
                    y = random(limits) + 1;
                } while (ma[x][y] != 0)
                nextarray[i][1] = x;
                nextarray[i][2] = y;
                ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
            } // end else if
            _loc2.inGame["balls" + nextarray[i][1] + nextarray[i][2]].gotoAndStop(nextarray[i][0] + 1);
            line(nextarray[i][1], nextarray[i][2], ma[nextarray[i][1]][nextarray[i][2]]);
        } // end of for
        ballsput = ballsput + togenerate;
        if (ballsput == limits * limits)
            _loc2.fEndGame();
        } // end if
    } // End of the function
    function line(x, y, c)
        var _loc4 = 0;
        var _loc6 = new Array();
        var _loc5 = new Array();
        var _loc2 = new Array();
        var _loc3 = new Array();
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            _loc6[_loc4] = new Array(2);
            _loc5[_loc4] = new Array(2);
            _loc2[_loc4] = new Array(2);
            _loc3[_loc4] = new Array(2);
        } // end of for
        var _loc7 = 0;
        fl = 0;
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            if (ma[_loc4][y] == c)
                if (fl == 0)
                    ++_loc7;
                    _loc6[_loc7][0] = _loc4;
                    _loc6[_loc7][1] = y;
                } // end if
                continue;
            } // end if
            if (_loc7 < 4)
                _loc7 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
        st1 = 0;
        fl = 0;
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            if (ma[x][_loc4] == c)
                if (fl == 0)
                    ++st1;
                    _loc5[st1][0] = x;
                    _loc5[st1][1] = _loc4;
                } // end if
                continue;
            } // end if
            if (st1 < 4)
                st1 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
        fl = 0;
        st2 = 0;
        imin = x;
        for (jmin = y; imin > 1 && jmin > 1; jmin--)
            --imin;
        } // end of for
        imax = x;
        for (jmax = y; imax < limits && jmax < limits; jmax++)
            ++imax;
        } // end of for
        if (imin == 1)
            for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
                if (ma[_loc4][jmin + _loc4 - 1] == c)
                    if (fl == 0)
                        ++st2;
                        _loc2[st2][0] = _loc4;
                        _loc2[st2][1] = jmin + _loc4 - 1;
                    } // end if
                    continue;
                } // end if
                if (st2 < 4)
                    st2 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        else
            for (var _loc4 = jmin; _loc4 <= jmax; ++_loc4)
                if (ma[imin + _loc4 - 1][_loc4] == c)
                    if (fl == 0)
                        ++st2;
                        _loc2[st2][0] = imin + _loc4 - 1;
                        _loc2[st2][1] = _loc4;
                    } // end if
                    continue;
                } // end if
                if (st2 < 4)
                    st2 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        } // end else if
        fl = 0;
        st3 = 0;
        imin = x;
        for (jmin = y; imin > 1 && jmin < limits; jmin++)
            --imin;
        } // end of for
        imax = x;
        for (jmax = y; imax < limits && jmax > 1; jmax--)
            ++imax;
        } // end of for
        if (imin == 1)
            for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
                if (ma[_loc4][jmin - _loc4 + 1] == c)
                    if (fl == 0)
                        ++st3;
                        _loc3[st3][0] = _loc4;
                        _loc3[st3][1] = jmin - _loc4 + 1;
                    } // end if
                    continue;
                } // end if
                if (st3 < 4)
                    st3 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        else
            for (var _loc4 = jmax; _loc4 <= jmin; ++_loc4)
                if (ma[jmin - _loc4 + jmax][_loc4] == c)
                    if (fl == 0)
                        ++st3;
                        _loc3[st3][0] = jmin - _loc4 + jmax;
                        _loc3[st3][1] = _loc4;
                    } // end if
                    continue;
                } // end if
                if (st3 < 4)
                    st3 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        } // end else if
        destroyed = 0;
        if (_loc7 >= 4)
            for (var _loc4 = 1; _loc4 <= _loc7; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc6[_loc4][0] + _loc6[_loc4][1]]);
                ma[_loc6[_loc4][0]][_loc6[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + _loc7;
            score = score + scorerule[_loc7 - 4];
        } // end if
        if (st1 >= 4)
            for (var _loc4 = 1; _loc4 <= st1; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc5[_loc4][0] + _loc5[_loc4][1]]);
                ma[_loc5[_loc4][0]][_loc5[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + st1;
            score = score + scorerule[st1 - 4];
        } // end if
        if (st2 >= 4)
            for (var _loc4 = 1; _loc4 <= st2; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc2[_loc4][0] + _loc2[_loc4][1]]);
                ma[_loc2[_loc4][0]][_loc2[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + st2;
            score = score + scorerule[st2 - 4];
        } // end if
        if (st3 >= 4)
            for (var _loc4 = 1; _loc4 <= st3; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc3[_loc4][0] + _loc3[_loc4][1]]);
                ma[_loc3[_loc4][0]][_loc3[_loc4][1]] = 0;
            } // end of for
            destroyed = destroyed + st3;
            score = score + scorerule[st3 - 4];
        } // end if
        if (destroyed >= 10)
            --destroyed;
        } // end if
        ballsput = ballsput - destroyed;
        scoretxt = score;
        if (destroyed != 0)
            fDieListSetup();
            _root.inSFX.pickup.start();
        } // end if
        return (destroyed != 0);
    } // End of the function
    function fromactioner(fromx, fromy, tox, toy)
        var _loc3 = toy;
        var _loc2 = tox;
        var _loc4 = fromy;
        ma[_loc2][_loc3] = ma[fromx][_loc4];
        ma[fromx][_loc4] = 0;
        _root.inGame["balls" + fromx + _loc4].gotoAndStop("blank");
        _root.inGame["balls" + fromx + _loc4].ball.gotoAndStop(1);
        _root.inGame["balls" + _loc2 + _loc3].gotoAndStop(ma[_loc2][_loc3] + 1);
        _root.inGame["balls" + _loc2 + _loc3].ball.gotoAndStop(1);
        selected[0] = 0;
        selected[1] = 0;
        line(_loc2, _loc3, ma[_loc2][_loc3]);
        actioner.gotoAndPlay(2);
    } // End of the function
    function move(fromx, fromy, tox, toy)
        var _loc2 = _root;
        var _loc3 = false;
        if (way(fromx, fromy, tox, toy))
            _loc3 = true;
            fromactioner(fromx, fromy, tox, toy);
            _loc2.inGame["balls" + _loc2.inGame.drum[ii][0] + _loc2.inGame.drum[ii][1]].gotoAndStop("blank");
        } // end if
        return (_loc3);
    } // End of the function
    function movetest(fromx, fromy, tox, toy)
        var _loc1 = false;
        if (way(fromx, fromy, tox, toy))
            _loc1 = true;
        } // end if
        return (_loc1);
    } // End of the function
    pLastClicked = "none";
    pLastClickedType = 1;
    pClicked = false;
    pDieList = [];
    init();
    generatenext();
    putnextballs();
    generatenext();
    stop ();

    Zhanbolat,
    In theory, conversion of this code is not difficult, especially because it is clear what the logic is designed to do. The issue is that you will not have an expected result once only this code is converted in isolation. This puppy uses some other objects that are written in AS2 including entities in the FLA library.
    In short, it looks like this application needs a total overhaul at every level in order for it to properly function as an AS3 program.
    With that said, although this is, again, not a difficult task, it is unlikely to find someone to do it for free. You may have a better luck if you start conversion yourself and post focused questions as you go.

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