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Fixed a few documentation typos.
1 parent 62b2fb5 commit bb600b4

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Lines changed: 8 additions & 8 deletions

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src/gameobjects/GameObjectFactory.js

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@@ -5,7 +5,7 @@
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*/
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/**
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* The GameObjectFactory is a quick way to create mamy common game objects
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* The GameObjectFactory is a quick way to create many common game objects
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* using {@linkcode Phaser.Game#add `game.add`}.
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*
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* Created objects are _automatically added_ to the appropriate Manager, World, or manually specified parent Group.

src/physics/arcade/Body.js

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@@ -222,7 +222,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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* If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
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* actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
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* If you want the physics system to move the body around, then set moves to true.
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* @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually.
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* @property {boolean} moves - Set to true to allow the Physics system to move this Body, otherwise false to move it manually.
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* @default
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*/
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this.moves = true;
@@ -297,7 +297,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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/**
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* If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.
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* Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height.
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* @property {Phaser.Point} tilePadding - Extra padding to be added to this sprites dimensions when checking for tile collision.
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* @property {Phaser.Point} tilePadding - Extra padding to be added to this sprite's dimensions when checking for tile collision.
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*/
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this.tilePadding = new Phaser.Point();
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@@ -532,7 +532,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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/**
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* Removes this bodies reference to its parent sprite, freeing it up for gc.
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* Removes this body's reference to its parent sprite, freeing it up for gc.
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*
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* @method Phaser.Physics.Arcade.Body#destroy
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*/

src/time/Time.js

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@@ -8,7 +8,7 @@
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* This is the core internal game clock.
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*
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* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,
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* and also handlers the standard Timer pool.
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* and also handles the standard Timer pool.
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*
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* To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}.
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*
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* An increasing value representing cumulative milliseconds since an undisclosed epoch.
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*
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* While this value is in milliseconds and can be used to compute time deltas,
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* it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
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* it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
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*
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* The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;
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* the value can only be relied upon within a particular game instance.
@@ -74,14 +74,14 @@ Phaser.Time = function (game) {
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* _Note:_ This is updated once per game loop - even if multiple logic update steps are done.
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* Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
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*
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* @property {integer} elapsedMS
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* @property {integer} elapsedMS
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* @protected
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*/
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this.elapsedMS = 0;
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/**
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* The physics update delta, in fractional seconds.
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*
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*
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* This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`)
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* to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
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* is unable to consistently maintain the desired FPS.

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