title: Flash AS3 Scripted eyes do not tween with other layer animation
body: <p>thanks for reading.
  I have a small animation in Flash that is scripted to enable the eyes to follow the mouse. This further animates upwards on mouse click, but the eyes that are scripted do not follow the tween.
  I have childed/ embedded the eyes objects inside the main animating layer but this also seems to NOT follow.
  I'm a bit confused and expect I have missed some fundamental structural/ layering issue -but I'm at a bit of a loss and am concerned if it is not me, then is it a bug or something in Flash and scripted layers working together or something:(</p>
  
  <p>Anyway, I enclose the actual .fla and the .swf in vain of any help that you wonderful dudes can pass down to me. </p>
  
  <p><a href="https://drive.google.com/open?id=0B4yGmvZlwZmWanJJX1IzTk5pYXM" rel="nofollow">https://drive.google.com/open?id=0B4yGmvZlwZmWanJJX1IzTk5pYXM</a></p>
  
  <p>I would really love to know why and what if there is something I have fundamentally missed here. (I haven't checked for AS3 in the Symbol conversion Advanced options dialogue for the eye instance, but this has not effected the interactive eye part and I suspect it shouldn't be the cause of the conflict as a result - happy to be wrong here though of course :))
  Edit: Here is the code for the project {which started out as a youtube tut showing how to control a circular movement of some eye objects with the mouseMove event }</p>
  
  <pre><code>//this is an action script window
  //we  can code into here :)
  this.stop();
  this.loop = false;
  
  stage.addEventListener(MouseEvent.MOUSE_MOVE, MoveEyes);
  stage.addEventListener(MouseEvent.MOUSE_DOWN, PlayTimeline);
  
  
  function MoveEyes(e:MouseEvent): void
  {
     var mouseYPosition = mouseY - EyeR.y;
     var mouseXPosition = mouseX - EyeR.x;
     var radiusR = Math.atan2(mouseYPosition, mouseXPosition);
     var degreesR = radiusR / (Math.PI / 180);
     EyeR.rotation = degreesR;
  
     mouseYPosition = mouseY - EyeL.y;
     mouseXPosition = mouseX - EyeL.x;
     var radiusL = Math.atan2(mouseYPosition, mouseXPosition);
     var degreesL = radiusL / (Math.PI / 180);
     EyeL.rotation = degreesL;
  }
  
  //when clicked start the animation
  function PlayTimeline(e: MouseEvent) : void
  {
     this.play(); 
  }
  </code></pre>
  
  <p>...In fairness, and I am totally happy to be wrong of course but, I don't think the code is causing or has anything to do with the fault, it may be more my stage layer positions or something along those lines, hence the full .fla file for someone better than me to point out my mistake.</p>
  
  <p>Cheers all and thanks again for reading and taking the time here.
  :)
  Gruffy</p>