diff --git a/src/interaction/InteractionManager.js b/src/interaction/InteractionManager.js index c880280..94df60e 100644 --- a/src/interaction/InteractionManager.js +++ b/src/interaction/InteractionManager.js @@ -746,7 +746,7 @@ * * @param {PIXI.Point} point - the point that is tested for collision * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the displayObject - * that will be hit test (recurcsivly crawls its children) + * that will be hit test (recursively crawls its children) * @param {Function} [func] - the function that will be called on each interactive object. The * displayObject and hit will be passed to the function * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point @@ -804,7 +804,7 @@ // ** FREE TIP **! If an object is not interactive or has no buttons in it // (such as a game scene!) set interactiveChildren to false for that displayObject. - // This will allow pixi to completly ignore and bypass checking the displayObjects children. + // This will allow pixi to completely ignore and bypass checking the displayObjects children. if (displayObject.interactiveChildren && displayObject.children) { const children = displayObject.children; @@ -813,7 +813,7 @@ { const child = children[i]; - // time to get recursive.. if this function will return if somthing is hit.. + // time to get recursive.. if this function will return if something is hit.. if (this.processInteractive(point, child, func, hitTest, interactiveParent)) { // its a good idea to check if a child has lost its parent. @@ -1006,7 +1006,7 @@ this.interactionDOMElement.style.cursor = this.cursor; } - // TODO BUG for parents ineractive object (border order issue) + // TODO BUG for parents interactive object (border order issue) } /**