# move_towards

Used as a alternative to walk_towards

## Vars | |

home | Should we try and stay on the path, or is deviation alright |
---|---|

moving_towards | The turf we want to move into, used for course correction |

x_rate | The rate at which we move, between 0 and 1 |

x_ticker | When this gets larger then 1 we move a turf |

## Procs | |

update_slope | Recalculates the slope between our object and the target, sets our rates to it |

## Var Details

### home

Should we try and stay on the path, or is deviation alright

### moving_towards

The turf we want to move into, used for course correction

### x_rate

The rate at which we move, between 0 and 1

### x_ticker

When this gets larger then 1 we move a turf

## Proc Details

### update_slope

Recalculates the slope between our object and the target, sets our rates to it

The math below is reminiscent of something like y = mx + b Except we don't need to care about axis, since we do all our movement in steps of 1 Because of that all that matters is we only move one tile at a time So we take the smaller delta, divide it by the larger one, and get smaller step per large step Then we set the large step to 1, and we're done. This way we're guaranteed to never move more then a tile at once And we can have nice lines