     @bind('GameLoop', @_choreographyTick)
 
     @_ctypes =
-      #bezier: @_executeBezier
       delay: @_executeDelay
       linear: @_executeLinear
       viewport: @_executeMoveIntoViewport
       viewportBezier: @_executeViewportBezier
-      tween: @_executeTween
 
   remove: ->
     return unless @_currentPart?

      motionY = (diffY * v)
      pmotionY = (diffY * prevv)

      #@y = @_currentPart.moveOriginY + motionY - Crafty.viewport.y - Crafty.viewport.yShift
      @y += motionY - pmotionY

  _executeTween: (v) ->
    for k, p of @_currentPart.properties
      @[k] = (1 - v) * @_currentPart.currentProperties[k] + (v * p)

  #_executeBezier: (v) ->
    #bp = new Game.BezierPath
    #unless @_currentPart.bPath?
      #scaled = bp.scalePoints(@_currentPart.path,
        #origin:
          #x: @x
          #y: @y
        #scale:
          #x: Crafty.viewport.width
          #y: Crafty.viewport.height
      #)
      #@_currentPart.bPath = bp.buildPathFrom scaled
    #point = bp.pointOnPath(@_currentPart.bPath, v)

    #if @_currentPart.rotation
      #@rotation = bp.angleOnPath(@_currentPart.bPath, v)

    #@x = point.x
    #@y = point.y

  _executeViewportBezier: (v, prevv) ->
    bp = new Game.BezierPath

      motionX = (diffX * v)
      pmotionX = (diffX * prevv)

      @x += motionX - pmotionX #+ @shiftedX - Crafty.viewport.xShift

    destinationY = @_currentPart.dy
