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<title>Math.move_toward — Ludic</title>
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<meta name="description" content="Step from one value toward another by at most delta.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-math.html">Math</a> <span>›</span> <span class="here">Math.move_toward</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Math.move_toward</h1>
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</div>
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<code class="sig">Math.move_toward(from, to, delta) -> fixed</code>
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<div class="desc"><p>Moves <code>from</code> toward <code>to</code> by at most <code>delta</code>, never overshooting — when the gap is smaller than <code>delta</code> it returns exactly <code>to</code>. Unlike <code>Math.lerp</code>, which eases by a fraction of the remaining distance, this moves at a constant rate, which is what you want for turrets, meters, and UI values that should approach a target steadily and then stop.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
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handler Step phase Update {
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health_shown = Math.move_toward(health_shown, health, 2.0)
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}
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}</pre></div>
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