local MovingView = Object:extend() local DEFAULT_GRIDSIZE = 2 function MovingView:new(owner, actor) self.owner = owner self.actor = actor self.world = actor.world end function MovingView:update(dt) end function MovingVew:start() local character = self.actor:getCharacterData(); local gridsize = character.move if (gridsize == nil) then gridsize = DEFAULT_GRIDSIZE core.debug:warning("cbs/character", "move value is nil") end local x, y = utils.math.round(self.actor.x), utils.math.round(self.actor.y) self.world.cursor:setGrid(x, y, "circle", gridsize, 1, self.owner) self.actor.x, self.actor.y = x, y self.owner:setStartData(x, y, self.actor.direction) self.world.cursor:set(x, y, "cursorMove") end function MovingView:receiveSignal(signal, id) if (signal == "positionSelected") then self.actor:set elseif (signal == "characterMoved") then self.world:resetActiveGrid() self:endView() end end return MovingView