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8 | 8 | * This is the core internal game clock. |
9 | 9 | * |
10 | 10 | * It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens, |
11 | | -* and also handlers the standard Timer pool. |
| 11 | +* and also handles the standard Timer pool. |
12 | 12 | * |
13 | 13 | * To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}. |
14 | 14 | * |
@@ -42,7 +42,7 @@ Phaser.Time = function (game) { |
42 | 42 | * An increasing value representing cumulative milliseconds since an undisclosed epoch. |
43 | 43 | * |
44 | 44 | * While this value is in milliseconds and can be used to compute time deltas, |
45 | | - * it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference. |
| 45 | + * it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference. |
46 | 46 | * |
47 | 47 | * The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now; |
48 | 48 | * the value can only be relied upon within a particular game instance. |
@@ -74,14 +74,14 @@ Phaser.Time = function (game) { |
74 | 74 | * _Note:_ This is updated once per game loop - even if multiple logic update steps are done. |
75 | 75 | * Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead. |
76 | 76 | * |
77 | | - * @property {integer} elapsedMS |
| 77 | + * @property {integer} elapsedMS |
78 | 78 | * @protected |
79 | 79 | */ |
80 | 80 | this.elapsedMS = 0; |
81 | 81 |
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82 | 82 | /** |
83 | 83 | * The physics update delta, in fractional seconds. |
84 | | - * |
| 84 | + * |
85 | 85 | * This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`) |
86 | 86 | * to ensure consistent game timing. Game/logic timing can drift from real-world time if the system |
87 | 87 | * is unable to consistently maintain the desired FPS. |
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