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Spellchecking
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PlNG committed Jan 20, 2015
1 parent 3127654 commit 65d5d93
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions src/core/Engine.js
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ var Engine = {};
/**
* Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
* All properties have default values, and many are pre-calculated automatically based on other properties.
* See the properites section below for detailed information on what you can pass via the `options` object.
* See the properties section below for detailed information on what you can pass via the `options` object.
* @method create
* @param {HTMLElement} element
* @param {object} [options]
Expand Down Expand Up @@ -442,8 +442,8 @@ var Engine = {};

/**
* A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
* If timing is fixed, then the apparant simulation speed will change depending on the frame rate (but behaviour will be deterministic).
* If the timing is variable, then the apparant simulation speed will be constant (approximately, but at the cost of determininism).
* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
*
* @property timing.isFixed
* @type boolean
Expand All @@ -453,7 +453,7 @@ var Engine = {};
/**
* A `Number` that specifies the time step between updates in milliseconds.
* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
* If it is `false`, then `delta` can dynamically change to maintain the correct apparant simulation speed.
* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
*
* @property timing.delta
* @type number
Expand Down Expand Up @@ -501,4 +501,4 @@ var Engine = {};
* @default a Matter.World instance
*/

})();
})();

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