       motionX = (diffX * v)
       pmotionX = (diffX * prevv)
 
-      #@shiftedX ?= 0
-      #@shiftedX = Math.max(0, @shiftedX - .5)
-
-      #@x = @_currentPart.moveOriginX + motionX - Crafty.viewport.x + @shiftedX - Crafty.viewport.xShift
       @x += motionX - pmotionX #+ @shiftedX - Crafty.viewport.xShift
 
     destinationY = @_currentPart.dy

        currentProperties[k] = @[k]
      @_currentPart.currentProperties = currentProperties

  _executeLinear: (v) ->
    @x = @_currentPart.x + (v * (@_currentPart.dx ? 0))
    @y = @_currentPart.y + (v * (@_currentPart.dy ? 0))

  _executeDelay: (v) ->


    @bind('GameLoop', @_choreographyTick)

    @_ctypes =
      delay: @_executeDelay
      linear: @_executeLinear
      viewport: @_executeMoveIntoViewport
      viewportBezier: @_executeViewportBezier

  remove: ->
    return unless @_currentPart?
