tile_cursor.ypos = y;
tile_cursor.target_x = gfx.sx + x * gfx.game_tile_size;
tile_cursor.target_y = gfx.sy + y * gfx.game_tile_size;
tile_cursor.ypos = y;
tile_cursor.target_x = gfx.sx + x * gfx.game_tile_size;
tile_cursor.target_y = gfx.sy + y * gfx.game_tile_size;