Tile based movement in flash as3

Hello i am currently working on the engine for a tiled based game. I have set up the map using a 2 dimensional array. Movement wise i have just increased/decreased the x/y position of my characer by the same amount of pixels as my tiles. Anyway of course this does not look good as my character is just "teleporting" to the next tile. Perhaps anyone can help me how to make some smooth movement and still ensure that my character will end up in the middle of a tile (Just like in the pokemon games).
Any help is much appreciated - John

Use a tween engine:
http://www.greensock.com/

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  • Tile Based Movement in AS3

    Hello i am still trying to create tile based movement. What i mean by that is the character can move smoothly but will always end up in the middle of a tile (just like the pokemon games). I have managed to make it work if the player uses only one key, however in combination with other keys it does not work. I was hoping someone could give me advise how to fix the code or perhaps some better/easier way to do it.
    Here is my code so far (this is only for left and right key) my character movieclip has the instance name char
    import flash.ui.Keyboard;
    import flash.events.KeyboardEvent;
    import flash.events.Event;
    import fl.transitions.easing.*;
    import com.greensock.*;
    var pixelsMoved:Number = 0;
    var pixelsLeft:Number = 0;
    var tweening:Boolean = false;
    var rightKeyDown:Boolean = false;
    var leftKeyDown:Boolean = false;
    addEventListener(Event.ENTER_FRAME,Loop);
    stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyPress);
    stage.addEventListener(KeyboardEvent.KEY_UP,KeyRelease);
    function Loop(event:Event):void
        if (tweening == false)
            if (rightKeyDown == true)
                char.x += 1;
                pixelsMoved += 1;
            else if (leftKeyDown == true)
                char.x -= 1;
                pixelsMoved += 1;
            if (pixelsMoved >= 25)
                pixelsMoved = 0;
                pixelsLeft = 25;
    function KeyPress(event:KeyboardEvent):void
        if (event.keyCode == Keyboard.RIGHT)
            rightKeyDown = true;
        if (event.keyCode == Keyboard.LEFT)
            leftKeyDown = true;
    function KeyRelease(event:KeyboardEvent):void
        pixelsLeft = 25 - pixelsMoved;
        if (event.keyCode == Keyboard.RIGHT)
            if (tweening == false)
                var moveRight:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x + pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
            rightKeyDown = false;
            tweening = true;
        if (event.keyCode == Keyboard.LEFT)
            if (tweening == false)
                var moveLeft:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x - pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
            leftKeyDown = false;
            tweening = true;
    function resetVars():void
        tweening = false;
        pixelsLeft = 0;
        pixelsMoved = 0;
    Any help is much apreciated!

    I am not sure I understand all the requirements. Also I guess you refer to pacman game - not pokemon.
    In any case, here is something that works pretty smooth at 60fps. Note there are no ENTER_FRAME handlers - all animations are handled by TweenLite.
    Just dump the code on a timeline in a new FLA - it is not meant to be injected into your existing code. So, this is just an independent fully functional concept. All objects are created dynamically by the script - you don't have to do anything to view/test this example.
    Read comments.
    import com.greensock.easing.Ease;
    import com.greensock.easing.Linear;
    import com.greensock.easing.Sine;
    import com.greensock.TweenLite;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.KeyboardEvent;
    import flash.geom.Point;
    import flash.ui.Keyboard;
    var board:Sprite;
    var tileSide:Number = 40;
    var numRows:int = 10;
    var numCols:int = 14;
    var char:Shape;
    var _currentKey:uint = 0;
    var tween:TweenLite;
    init();
    function init():void
              drawBoard();
              configStage();
    function configStage():void
              stage.scaleMode = StageScaleMode.NO_SCALE;
              stage.align = StageAlign.TOP_LEFT;
              stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
              stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
    function onKeyRelease(e:KeyboardEvent):void
              // if the latest processed key was not release - we block the latest pressed key
              if (e.keyCode == _currentKey)
                        _currentKey = 0;
    function onKeyPress(e:KeyboardEvent):void
              currentKey = e.keyCode;
    function get tile():Shape
              var shape:Shape = new Shape();
              shape.cacheAsBitmap = true;
              var color:uint = 0x808080;
              var g:Graphics = shape.graphics;
              g.lineStyle(1, color);
              g.beginFill(0xEBEBEB);
              g.drawRect(-tileSide / 2, -tileSide / 2, tileSide, tileSide);
              return shape;
    function moveChar(targetX:int = 0, targetY:int = 0):void
              tween = TweenLite.to(char, 0.45, {x: targetX, y: targetY, ease: Linear.easeNone, onComplete: onTweenComplete});
    function onTweenComplete():void
               * need to do that
               * a. if key is kept pressed
               * c. to override situations when another key is pressed simulataneously
              currentKey = _currentKey;
    function set currentKey(value:uint):void
              var targetPosition:Number = 0;
               * key value is proccessed if
               * a. key is allowed - via switch
               * b. there is no key pressed before or ptreviously pressed key _currentKey is the same as new value
               * c. tween in not active
              if ((!_currentKey || _currentKey == value) && !tween._active)
                        switch (value)
                                  case Keyboard.RIGHT:
                                            targetPosition = char.x + tileSide;
                                            if (targetPosition < tileSide * numCols)
                                                      moveChar(targetPosition, char.y);
                                                      charRotation = 0;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.LEFT:
                                            targetPosition = char.x - tileSide;
                                            if (targetPosition >= 0)
                                                      moveChar(targetPosition, char.y);
                                                      charRotation = 180;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.UP:
                                            targetPosition = char.y - tileSide;
                                            if (targetPosition >= 0)
                                                      moveChar(char.x, targetPosition);
                                                      charRotation = -90;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.DOWN:
                                            targetPosition = char.y + tileSide;
                                            if (targetPosition < tileSide * numRows)
                                                      moveChar(char.x, targetPosition);
                                                      charRotation = 90;
                                            _currentKey = value;
                                            break;
    function set charRotation(value:Number):void
              if (char.rotation == -180)
                        char.rotation = 180;
              if (char.rotation == 180 && value == -90)
                        char.rotation = -180;
              else if (char.rotation == -90 && value == 180)
                        value = -180;
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              var numTiles:int = numRows * numCols;
              for (var i:int = 0; i < numTiles; i++)
                        var t:Shape = tile;
                        t.x = tileSide * (i % numCols);
                        t.y = tileSide * int(i / numCols);
                        board.addChild(t);
              board.addChild(addChar);
              addChild(board);
              board.x = board.y = 20 + tileSide / 2;
    function get addChar():Shape
              var radius:Number = tileSide / 2 - 4;
              char = new Shape();
              var g:Graphics = char.graphics;
              g.lineStyle(1);
              g.beginFill(0xff0000);
              g.drawCircle(0, 0, radius);
              g.endFill();
              g.lineStyle(2);
              g.moveTo(0, 0);
              g.lineTo(radius, 0);
              g.beginFill(0x000000);
              g.moveTo(radius, 0);
              g.lineTo(radius - 10, 4);
              g.lineTo(radius - 10, -4);
              g.endFill();
              tween = new TweenLite(char, 1, null);
              char.cacheAsBitmap = true;
              return char;

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    |====|====|====|===+|+++=|
    |====|====|====|===+|+++=|
    |====|====|====|====|====|
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