game design – Turn-based grid movement – each click of the clock you want to move the player

I am working one the movement for a tactical turn-based pygame.
I’m stumped as to how to get a selected object to move one tile at a time up to it’s max movement to the mouse’s pos.
Right now this is what I have. I’m not sure how to proceed.

def move_toward(self, new_location):
def do_calculations():
# ... code ...
return dx, dy
# ----
# you have the current x,y for the player.
# each click of the clock you want to move the player
# closer to the end location.
delta = .01 # or whatever
# get <delta> amount closer to the end corrds. <-- do this each tick of the clock.
new_x, new_y = do_calculations()
self.move(dx=new_x, dy=new_y)

Sprites.py

import pygame as pg
from settings import *

class Player(pg.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.all_sprites
        pg.sprite.Sprite.__init__(self, self.groups)
        self.game = game
        self.image = pg.Surface((TILESIZE, TILESIZE))
        self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.x = x
        self.y = y

    def move(self, dx=0, dy=0):
        if not self.collide_with_walls(dx, dy):
            self.x = dx
            self.y = dy
            self.rect = self.rect.move(dx * TILESIZE, dy * TILESIZE)

main.py

    def events(self):
    # catch all events here
    for event in pg.event.get():
        if event.type == pg.QUIT:
            self.quit()
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_ESCAPE:
                self.quit()
        if event.type == pg.MOUSEBUTTONDOWN:
            x = pg.mouse.get_pos()(0) // TILESIZE
            y = pg.mouse.get_pos()(1) // TILESIZE
            print(x, y)

            self.player.move(dx=x, dy=y)