_animateInChevronSprites(numChevrons, numFullChevrons) {
    return new Promise((resolve) => {
      numChevrons = numChevrons || 0;
      numFullChevrons = numFullChevrons || 0;
      const oldChevronSprites = this._chevronSprites;
      this._chevronSprites = [];

      // Build new chevron sprites
      for (let i = 0; i < numChevrons; i++) {
        var newChevronSprite;
        if (i < numFullChevrons) {
          newChevronSprite = new BaseSprite(RSX.ranked_chevron_full.img);
        } else {
          newChevronSprite = new BaseSprite(RSX.ranked_chevron_empty.img);
        }
        this._chevronSprites.push(newChevronSprite);
        newChevronSprite.setOpacity(0);
        this.addChild(newChevronSprite);
        this._setPositionOfChevronSprite(newChevronSprite, i, numChevrons);
      }

      // animating old ones out and new ones in
      const oldChevronAnimateOuts = _.map(oldChevronSprites, (oldChevronSprite) => cc.targetedAction(oldChevronSprite, cc.sequence(
        cc.fadeOut(CONFIG.ANIMATE_MEDIUM_DURATION),
        cc.scaleTo(CONFIG.ANIMATE_MEDIUM_DURATION, 0.8).easing(cc.easeBackIn()),
        cc.removeSelf(),
      )));

      const newChevronAnimateIns = _.map(this._chevronSprites, (newChevronSprite, index) => cc.targetedAction(newChevronSprite, cc.sequence(
        cc.delayTime(CONFIG.ANIMATE_MEDIUM_DURATION * 0.5 * index), // Staggered delay
        cc.spawn(
          cc.scaleTo(CONFIG.ANIMATE_MEDIUM_DURATION, 1.0).easing(cc.easeBackOut()),
          cc.fadeIn(CONFIG.ANIMATE_MEDIUM_DURATION),
        ),
      )));

      if (oldChevronAnimateOuts.length != 0 || newChevronAnimateIns.length != 0) {
        this.runAction(cc.sequence(
          cc.spawn(oldChevronAnimateOuts.concat(newChevronAnimateIns)),
          cc.callFunc(() => {
            resolve();
          }),
        ));
      } else {
        resolve();
      }
    });
  }
Animates in a new set of chevrons (and animates out the old ones if they exist)
@private
@param integer numChevrons - number of chevrons to show
@param integer numFullChevrons - number of chevrons to show
@return {Promise} A promise which resolves when animation is complete