@@ -19,7 +19,7 @@ var Engine = {};
1919 /**
2020 * Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
2121 * All properties have default values, and many are pre-calculated automatically based on other properties.
22- * See the properites section below for detailed information on what you can pass via the `options` object.
22+ * See the properties section below for detailed information on what you can pass via the `options` object.
2323 * @method create
2424 * @param {HTMLElement } element
2525 * @param {object } [options]
@@ -442,8 +442,8 @@ var Engine = {};
442442
443443 /**
444444 * A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
445- * If timing is fixed, then the apparant simulation speed will change depending on the frame rate (but behaviour will be deterministic).
446- * If the timing is variable, then the apparant simulation speed will be constant (approximately, but at the cost of determininism).
445+ * If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
446+ * If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
447447 *
448448 * @property timing.isFixed
449449 * @type boolean
@@ -453,7 +453,7 @@ var Engine = {};
453453 /**
454454 * A `Number` that specifies the time step between updates in milliseconds.
455455 * If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
456- * If it is `false`, then `delta` can dynamically change to maintain the correct apparant simulation speed.
456+ * If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
457457 *
458458 * @property timing.delta
459459 * @type number
@@ -501,4 +501,4 @@ var Engine = {};
501501 * @default a Matter.World instance
502502 */
503503
504- } ) ( ) ;
504+ } ) ( ) ;
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