Hi guys,

I've developing a 2D shoot em up game where I'm using a timer to increase the "Level" as the game progresses to determine how enemies are spawned on the screen - Level 1 = spawns 1 enemy, level 2 = spawns 2 enemies, etc. I just wondering if anyone knew of a way to code it so that as the level increases requirements/properties would increase too such as the timer by 30 seconds, enemies are faster, etc.
Actionscript Code:
public class MainShapeShooter14 extends MovieClip
   {
public var level:int = 1;
public var enemies:Array;
var _timer:Timer;

public function MainShapeShooter14()
    {
level = 1;
_timer = new Timer(5000);
enemies = new Array();
makeEnemies();
}
public function makeEnemies():void{
   _timer.start();
   for(var i:int = 0; i < level; i++){
     var tempEnemy:Enemy = new Enemy();
     addChild(tempEnemy);
    var randomXPosition = Math.round(Math.random() * 100 - 200);
    var randomXYPosition = Math.round(Math.random() * -100 - -200);
    var randomYPosition = Math.round(Math.random() * 400 || -100);
    tempEnemy.x = randomXPosition;
    tempEnemy.xy = randomXYPosition;
    tempEnemy.y = randomYPosition;
    enemies.push(tempEnemy);
    tempEnemy.gotoAndStop(1);
tempEnemy.addEventListener(Event.ENTER_FRAME, onEnemyMove);
_timer.addEventListener(TimerEvent.TIMER, onUpdateTime);
  }
}
function onEnemyMove(event:Event):void{
    var enemy:Enemy = Enemy(event.currentTarget);
     var xDiff:Number = player.x - enemy.x;
     var yDiff:Number = player.y - enemy.y;
   
//if they are further than maxEnemyStep away in x
     if (Math.abs(xDiff) > maxEnemyStep){
        if (xDiff < 0){
          xDiff = -maxEnemyStep;
        }else{
          xDiff = maxEnemyStep;
        }
     }
     //if they are further than maxEnemyStep away in y
     if (Math.abs(yDiff) > maxEnemyStep){
        if (yDiff < 0){
          yDiff = -maxEnemyStep;
        }else{
          yDiff = maxEnemyStep;
        }
     }
     enemy.x += xDiff;
     enemy.y += yDiff;
     xDiff *= _friction;
     yDiff *= _friction;
     enemy.gotoAndStop(1);   
}
    }
 function onUpdateTime(event:Event):void{
                level ++;
                trace ("Level" + level);
                levelText.text = level.toString();         
                _timer.reset();
                makeEnemies();
                    }

Thank you for your time and reading all that and any help/suggestions would be greatly appreciated.

Jonesy