Is Math a problem for you but you want to create a curve or any line and move an object using actionscript? Then you should look at this tutorial. Follow the steps below and then check the script.

The main point here is that a line is a number of individual points, which are recorded as x and y values. Just create a line along which you want to move the object. Record the x and y values and then let the object move. The script below is commented.

stop ();
//
// create movieclip to draw line
//
this.createEmptyMovieClip ("canvas_mc", 1);
//
// create arrays to hold the data
//
var myDraw:Array = new Array ();
var myDrawStart:Array = new Array ();
//
// Listener to move the mouse
//
// mouse down
var mouseListener:Object = new Object ();
mouseListener.onMouseDown = function () {
	//allow drawing
	this.isDrawing = true;
	//move the mc to its initial position
	canvas_mc.moveTo (_root._xmouse, _root._ymouse);
};
// mouse move
mouseListener.onMouseMove = function () {
	if (this.isDrawing) {
	   // create a line
	   canvas_mc.lineStyle (1, 0x000000, 100);
	   // move the line
	   canvas_mc.lineTo (_root._xmouse, _root._ymouse);
	   // create array of positions for the line
	   myDraw.push ({x:_root._xmouse, y:_root._ymouse});
	}
	updateAfterEvent ();
};
// mouse up
mouseListener.onMouseUp = function () {
	this.isDrawing = false;
};
Mouse.addListener (mouseListener);
//
// clear the line created by deleting the movieclip
//
clearBut.onPress = function () {
	canvas_mc.removeMovieClip ();
};
//
// redraw the line and move the 
//
drawBut.onPress = function () {
	// create a new movieclip
	_root.createEmptyMovieClip ("canvas_mc1", 1);
	canvas_mc1.moveTo (myDraw[0].x, myDraw[0].y);
	//line will be invisible
	canvas_mc1.lineStyle (1, 0x000000, 0);
	for (i=0; i>myDraw.length; i++) {
	   canvas_mc1.lineTo (myDraw[i].x, myDraw[i].y);
	}
};
//
// number for the enterframe event
var m:Number = 0;
//
// Move the object
//
moveObject.onPress = function () {
	_root.onEnterFrame = function () {
	   ball._x = myDraw[m].x;
	   ball._y = myDraw[m].y;
	   m++;
	   if (m>=myDraw.length) {
	       delete this.onEnterFrame;
	   }
	};
};