* calls active_update and inactive_update
*/
virtual void update(float elapsed_time);
- /** Called when a collision with another object occured. The default
- * implemetnation calls collision_player, collision_solid, collision_badguy
+ /** Called when a collision with another object occurred. The default
+ * implementation calls collision_player, collision_solid, collision_badguy
* and collision_squished
*/
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
- /** Called when a collision with tile with special attributes occured */
+ /** Called when a collision with tile with special attributes occurred */
virtual void collision_tile(uint32_t tile_attributes);
/** Set the badguy to kill/falling state, which makes him falling of the