Any Flash content can be packaged using AIR for iOS, Android, and BlackBerry.
You can do this from Flash Professional by changing the publishing options:

Orientation AIR 3.3 is optimal, with higher performance for iOS. This AIR SDK can be applied to Flash Professional publishing settings; or you can use the ADT command line packer.
Download the AIR 3.0 SDK.
Provide a JRE or use one of Flash Builder.
Run ADT to pack your SWF into IPA:
adt -package -target [ipa-test | ipa-debug | ipa-app-store | ipa-ad-hoc] -keystore iosPrivateKey.p12 -storetype pkcs12 -storepass qwerty12 -provisioning-profile ios.mobileprovision HelloWorld.ipa HelloWorld-app.xml HelloWorld.swf icons Default.png
It is important to note that all executable code must be in the same SWF to work on the iOS platform. SWFLoading or any dynamically loaded SWF that executes code is not supported. Thus, link your entire Flash with one SWF.
Performance is also a factor - heavy animation and vector graphics when entering a frame will require optimization for mobile platforms.
There are many aspects to design.
Applications work in full screen mode with different permissions on the device. You can use elegant dynamic resizing systems to adapt to these multiple screens or adjust a specific resolution for each application.
If your existing Flash project is not a compatible format, you need to update the layout.
The mouse translates decently to the touch, but there are subtle nuances that are not intuitive. For example, freezing is generally poor in use. In addition, the mouse cursor does not impede the idea of how to hold your hand above the play area for touch.
Mobile touch devices increase interoperability with multi-touch and gestures that can be used.
On-screen keyboard can be activated; However, it will take part of your viewport and will be difficult to interact with for most games.
You want to translate keyboard and mouse events in such a way as to maintain parity in the game.
Literature: