diff --git a/src/core/Engine.js b/src/core/Engine.js index 660d68f..d0aafbb 100644 --- a/src/core/Engine.js +++ b/src/core/Engine.js @@ -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] @@ -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 @@ -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 @@ -501,4 +501,4 @@ var Engine = {}; * @default a Matter.World instance */ -})(); \ No newline at end of file +})();