diff --git a/docs/source/jslibrary_api/physics2d_shape_api.rst b/docs/source/jslibrary_api/physics2d_shape_api.rst index adc76f9d..284f8ecf 100644 --- a/docs/source/jslibrary_api/physics2d_shape_api.rst +++ b/docs/source/jslibrary_api/physics2d_shape_api.rst @@ -321,7 +321,7 @@ Example: :: } } - spikeShape.addEventlistener('begin', spikesOfDoomHandler, PLAYER_GROUP); + spikeShape.addEventListener('begin', spikesOfDoomHandler, PLAYER_GROUP); platformShape.addEventListener('preSolve', oneWayHandler, undefined, true); As the `begin` event is deferred until the end of the simulation step, it is safe to remove rigid bodies from the world. We make use of the fact that `this` is set to the shape on which the event was defined to choose the player shape which collided with the spikes.