If you want to take deltatime in account, you might want to use this:
inline public static function lerpMoveTo(from:Float, to:Float, deltaTime:Float, duration:Float):Float {
return (to - from) * (1 - Math.pow(0.01, deltaTime / duration));
}
With this you can use it like this:
override public function onUpdate(dt:Float) {
var sprite = owner.get(Sprite);
sprite.x._ += lerpMoveTo(sprite.x._, targetX, dt, 4);
sprite.y._ += lerpMoveTo(sprite.y._, targetY, dt, 4);
}
Enjoy your day!