You should know how to create Movie Clips and name them.

When using the code below, apart from debugging (bugs embedded), you must comment each line to show understanding.

  F9 to open Actions panel for coding
stop();
startGame.addEventListener(MouseEvent.CLICK, startTheGame);
function startTheGame(e:MouseEvent) {
         gotoAndPlay(2);
   
     } //eof startTheGame()
1 This lesson, work on Frame 2 to stop looping
On Frome 2 of Actins layer, write this code:

stop(); //what does it do on Frmae 2?
2 to make the paddle follow the mouse and stay inside the box
//make the paddle move with the mouse
   paddle.addEventListener(Event.ENTER_FRAME, moveThePaddle);
   function moveThePaddle(e:Event){
        paddle.x = mouseX;
        if((paddle.x - paddle.width/2)<=0){
              paddle.x = paddle.width/2;
        }
        if((paddle.x + paddle.width/2)>=600){
              paddle.x =  600-paddle.width/2;
        }
   }    
3 to move the ball, do score and check hit the brick
//move the ball
         var ballXspeed :Number = 10;
         var ballYspeed :Number = 5;
         var score :Number = 0;
         var lives :Number = 3;
         addEventListener(Event.ENTER_FRAME, moveTheBall);

         function moveTheBall(E:Event){
              ball.x += ballXspeed;
              ball.y += ballYspeed;
              if(ball.x &lt;=0 || ball.x &gt;=600){
                   ballXspeed = - ballXspeed;
              }
              if(ball.y &lt;=0){
                   ballYspeed = - ballYspeed;
              }
              if(ball.y &gt;=400){
                   lives --;
              }
              if(ball.hitTestObject(paddle)){
                   ballYspeed = - ballYspeed;
              }
              if(ball.hitTestObject(brick)){
                   score += 20;
                   brick.parent.removeChild(brick);
                   scoreDisplay.text  =String(score);
                   removeEventListener(Event.ENTER_FRAME,moveTheBall);
              }
         }
4 add more bricks and EDIT the code
Here is the last few lines of code above: 

     if(ball.hitTestObject(brick)){
             score += 20;
             brick.parent.removeChild(brick);
             scoreDisplay.text  =String(score);
             removeEventListener(Event.ENTER_FRAME,moveTheBall);
     }

These need to be changed when more bricks are added.
Suppose there are 8 bricks all together, then there would be 8 blocks of code like that.
If 10 brciks, then 10 blocks of code will be required.
To simplify, we use Array, a new data type, to hold all the bricks.
5    
Apart from the brick in the frame already, add 7 more.
the use the following code to replace the above block of code 

     var bricks :Array = new Array();
     bricks.push(brick1); // the brick1- brick7 are the names 
     bricks.push(brick2); // of bricks on the screen
     bricks.push(brick3);
     bricks.push(brick4);
     bricks.push(brick5);
     bricks.push(brick6);
     bricks.push(brick7);
  
     var i :int = 0; 

     for (i = bricks.length-1; i>0; i--){
         if(ball.hitTestObject(bricks[i])){
             score += 20;             
             scoreDisplay.text  =String(score);
             bricks[i].parent.removeChild(bricks[i]);
             bricks.splice(i);
         }
         if(bricks.length == 0){
             //level over
             trace("Level Over");
             messageDisplay.text = "Level Complete!";
         }
     }
6 It should look like this, in the end.
//move the ball
     var ballXspeed :Number = 10;
     var ballYspeed :Number = 5;
     var score :Number = 0;
     var lives :Number = 3;
     var bricks :Array = new Array();
     bricks.push(brick1); // the brick1- brick7 are the names of
     bricks.push(brick2); // bricks on the screen
     bricks.push(brick3);
     bricks.push(brick4);
     bricks.push(brick5);
     bricks.push(brick6);
     bricks.push(brick7);
     var i :int = 0; 

     addEventListener(Event.ENTER_FRAME, moveTheBall);
     function moveTheBall(E:Event){
               ball.x += ballXspeed;
               ball.y += ballYspeed;
               if(ball.x &lt;=0 || ball.x &gt;=600){
                    ballXspeed = - ballXspeed;
               }
               if(ball.y &lt;=0){
                    ballYspeed = - ballYspeed;
               }
               if(ball.y &gt;=400){
                    lives --;
               }
               if(ball.hitTestObject(paddle)){
                    ballYspeed = - ballYspeed;
               }
               for (i = bricks.length-1; i>0; i--){
                    if(ball.hitTestObject(bricks[i])){
                         score += 20;
                         scoreDisplay.text  =String(score);
                         bricks[i].parent.removeChild(bricks[i]);
                         bricks.splice(i);
    }
               if(bricks.length == 0){
                //level over
                      messageDisplay.text = "Level Complete!";  
                      //you need to draw a TextField on the screen and 
                      name it "messageDisplay" 
               }
     } 
  A better method.  

The above method of checking each element in the array to test if it hits the ball usually works but may have problems. Here is an alternative:

//set up the listeners, let the computer do the hardwork
        for (i = bricks.length-1; i>=0; i--){
             bricks[i].addEventListener(Event.ENTER_FRAME, checkHits);
        }

//this is the event handler
        function checkHits(E:Event){
            if(ball.hitTestObject(MovieClip(E.target))){
                score +=20;
                MovieClip(E.target).parent.removeChild(MovieClip(E.target));
                E.target.removeEventListener(Event.ENTER_FRAME, checkHits);
                scoreDisplay.text = String(score);
                numRemoved ++;
            } else{
            
            }
        } //eof checkHits()

       if(numRemoved == bricks.length){
             messageDisplay.text = "Level 1 completed!";
             ......... (see below)
       }
 
  When level 1 is completed (if score is 30 or more), you need to tidy up the stage before going to Frame 3  
  if(score >=30){
messageDisplay.text = "Level 1 Complete!";
//remove all remaining bricks
for(i = bricks.length-1; i >=0; i--){
bricks[i].parent.removeChild(bricks[i]);
}
//bricks= null;
ball.parent.removeChild(ball);
paddle.parent.removeChild(paddle);
//paddle.addEventListener(Event.ENTER_FRAME, moveThePaddle);
paddle.removeEventListener(Event.ENTER_FRAME, moveThePaddle);
//addEventListener(Event.ENTER_FRAME, moveTheBall);
removeEventListener(Event.ENTER_FRAME, moveTheBall);
//
gotoAndStop(3);

}
  On Frame 3, you can click the button to go to Frame 4 to play level 2!   The code is similar to Frame 1's.
      Now it is your turn to DO Level 2 independently!