 	charFace: (char, direction) ->
 		objArray[char].dirFace(direction)
 		return
-	###
-	#gridMove accepts an index and a distance.  For the given character, gridMove will add dist number of move commands to that characters move queue in
-	#the direction that they were facing at the time the function is run
-	###
-	gridMove: (char, dist) ->
-		for i in [1..dist] by 1
-			objArray[char].newMove(objArray[char].ldir)
-		return
 
 	###
 	#pixMove accepts a character index and an x and y coordinate referencing pixels.  This is a more powerful function than gridMove allowing for freer movement


	coffeederp: (config) =>
		return =>
			if ticker == 2*config.animation.length
				ticker = 0
			ticker++


	chckMv: (config) ->
		for obj in objArray
			if obj.state() == 0
				obj.imFace(0)
				obj.ypos = obj.ypos - config.animation.pixMoveRate
			if obj.state() == 1
				obj.imFace(1)
				obj.xpos = obj.xpos + config.animation.pixMoveRate
			if obj.state() == 2
				obj.imFace(2)
				obj.ypos = obj.ypos + config.animation.pixMoveRate
			if obj.state() == 3
				obj.imFace(3)
				obj.xpos = obj.xpos - config.animation.pixMoveRate

	swapFrames: (f1,f2) ->
		$(f1).css("z-index","3")
