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Spellchecking
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@ -19,7 +19,7 @@ var Engine = {};
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/**
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* Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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* See the properites section below for detailed information on what you can pass via the `options` object.
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* See the properties section below for detailed information on what you can pass via the `options` object.
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* @method create
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* @param {HTMLElement} element
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* @param {object} [options]
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@ -442,8 +442,8 @@ var Engine = {};
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/**
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* A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
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* If timing is fixed, then the apparant simulation speed will change depending on the frame rate (but behaviour will be deterministic).
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* If the timing is variable, then the apparant simulation speed will be constant (approximately, but at the cost of determininism).
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* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
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* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
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*
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* @property timing.isFixed
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* @type boolean
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@ -453,7 +453,7 @@ var Engine = {};
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/**
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* A `Number` that specifies the time step between updates in milliseconds.
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* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
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* If it is `false`, then `delta` can dynamically change to maintain the correct apparant simulation speed.
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* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
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*
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* @property timing.delta
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* @type number
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@ -501,4 +501,4 @@ var Engine = {};
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* @default a Matter.World instance
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*/
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})();
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})();
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