diff --git a/src/color/p5.Color.js b/src/color/p5.Color.js index 6eda86a0c1..e5eaa3056a 100644 --- a/src/color/p5.Color.js +++ b/src/color/p5.Color.js @@ -12,7 +12,7 @@ import * as constants from '../core/constants'; import color_conversion from './color_conversion'; /** - * Each color stores the color mode and level maxes that was applied at the + * Each color stores the color mode and level maxes that were applied at the * time of its construction. These are used to interpret the input arguments * (at construction and later for that instance of color) and to format the * output e.g. when saturation() is requested. @@ -21,7 +21,7 @@ import color_conversion from './color_conversion'; * point form, normalized from 0 to 1. From this we calculate the closest * screen color (RGBA levels from 0 to 255) and expose this to the renderer. * - * We also cache normalized, floating point components of the color in various + * We also cache normalized, floating-point components of the color in various * representations as they are calculated. This is done to prevent repeating a * conversion that has already been performed. * @@ -49,7 +49,7 @@ p5.Color = function(pInst, vals) { }; /** - * This function returns the color formatted as a string. This can be useful + * This method returns the color formatted as a string. This can be useful * for debugging, or for using p5.js with other libraries. * * @method toString @@ -254,7 +254,7 @@ p5.Color.prototype.toString = function(format) { }; /** - * The setRed function sets the red component of a color. + * The setRed method sets the red component of a color. * The range depends on your color mode, in the default RGB mode it's between 0 and 255. * @method setRed * @param {Number} red the new red value @@ -283,7 +283,7 @@ p5.Color.prototype.setRed = function(new_red) { }; /** - * The setGreen function sets the green component of a color. + * The setGreen method sets the green component of a color. * The range depends on your color mode, in the default RGB mode it's between 0 and 255. * @method setGreen * @param {Number} green the new green value @@ -307,7 +307,7 @@ p5.Color.prototype.setGreen = function(new_green) { }; /** - * The setBlue function sets the blue component of a color. + * The setBlue method sets the blue component of a color. * The range depends on your color mode, in the default RGB mode it's between 0 and 255. * @method setBlue * @param {Number} blue the new blue value @@ -331,7 +331,7 @@ p5.Color.prototype.setBlue = function(new_blue) { }; /** - * The setAlpha function sets the transparency (alpha) value of a color. + * The setAlpha method sets the transparency (alpha) value of a color. * The range depends on your color mode, in the default RGB mode it's between 0 and 255. * @method setAlpha * @param {Number} alpha the new alpha value diff --git a/src/color/setting.js b/src/color/setting.js index 604df5f897..5e9f95932f 100644 --- a/src/color/setting.js +++ b/src/color/setting.js @@ -356,7 +356,7 @@ p5.prototype.colorMode = function(mode, max1, max2, max3, maxA) { * and all named color strings are supported. In this case, an alpha number * value as a second argument is not supported, the RGBA form should be used. * - * A p5 Color object can also be provided to set the fill color. + * A p5.Color object can also be provided to set the fill color. * * @method fill * @param {Number} v1 red or hue value relative to @@ -596,7 +596,7 @@ p5.prototype.noStroke = function() { * number value as a second argument is not supported, the RGBA form should be * used. * - * A p5 Color object can also be provided to set the stroke color. + * A p5.Color object can also be provided to set the stroke color. * * @method stroke * @param {Number} v1 red or hue value relative to diff --git a/src/core/constants.js b/src/core/constants.js index a872802c78..49d4f48342 100644 --- a/src/core/constants.js +++ b/src/core/constants.js @@ -154,8 +154,8 @@ export const TAU = _PI * 2; */ export const TWO_PI = _PI * 2; /** - * Constant to be used with angleMode() function, to set the mode which - * p5.js interprets and calculates angles (either DEGREES or RADIANS). + * Constant to be used with the angleMode() function, to set the mode in + * which p5.js interprets and calculates angles (either DEGREES or RADIANS). * @property {String} DEGREES * @final * @@ -168,8 +168,8 @@ export const TWO_PI = _PI * 2; */ export const DEGREES = 'degrees'; /** - * Constant to be used with angleMode() function, to set the mode which - * p5.js interprets and calculates angles (either RADIANS or DEGREES). + * Constant to be used with the angleMode() function, to set the mode + * in which p5.js interprets and calculates angles (either RADIANS or DEGREES). * @property {String} RADIANS * @final * diff --git a/src/core/environment.js b/src/core/environment.js index 0268fa24f3..98c9140dde 100644 --- a/src/core/environment.js +++ b/src/core/environment.js @@ -53,7 +53,7 @@ p5.prototype.print = function(...args) { * The system variable frameCount contains the * number of frames that have been displayed since the program started. Inside * setup() the value is 0, after the first iteration - * of draw it is 1, etc. + * of draw() it is 1, etc. * * @property {Integer} frameCount * @readOnly @@ -241,7 +241,7 @@ p5.prototype.cursor = function(type, x, y) { * return a value. This is the same as getFrameRate(). * * Calling frameRate() with arguments that are not - * of the type numbers or are non positive also returns current framerate. + * of the type Number or are non-positive also returns current framerate. * * @method frameRate * @param {Number} fps number of frames to be displayed every second @@ -262,7 +262,7 @@ p5.prototype.cursor = function(type, x, y) { * * function draw() { * background(200); - * rectX = rectX += 1; // Move Rectangle + * rectX += 1; // Move Rectangle * * if (rectX >= width) { // If you go off screen. diff --git a/src/core/p5.Element.js b/src/core/p5.Element.js index 92432e1a39..a6cf66975d 100644 --- a/src/core/p5.Element.js +++ b/src/core/p5.Element.js @@ -9,8 +9,8 @@ import p5 from './main'; /** * Base class for all elements added to a sketch, including canvas, * graphics buffers, and other HTML elements. It is not called directly, but p5.Element - * objects are created by calling createCanvas, createGraphics, - * createDiv, createImg, createInput, etc. + * objects are created by calling createCanvas(), createGraphics(), + * createDiv(), createImg(), createInput(), etc. * * @class p5.Element * @constructor @@ -48,7 +48,7 @@ p5.Element = function(elt, pInst) { * * Attaches the element to the parent specified. A way of setting * the container for the element. Accepts either a string ID, DOM - * node, or p5.Element. If no arguments given, parent node is returned. + * node, or p5.Element. If no arguments are given, parent node is returned. * For more ways to position the canvas, see the * * positioning the canvas wiki page. @@ -116,7 +116,7 @@ p5.Element.prototype.parent = function(p) { * Sets the ID of the element. If no ID argument is passed in, it instead * returns the current ID of the element. * Note that only one element can have a particular id in a page. - * The .class() function can be used + * The class() method can be used * to identify multiple elements with the same class name. * * @method id @@ -187,10 +187,10 @@ p5.Element.prototype.class = function(c) { }; /** - * The .mousePressed() function is called + * The mousePressed() method is called * once after every time a mouse button is pressed over the element. Some mobile * browsers may also trigger this event on a touch screen, if the user performs - * a quick tap. This can be used to attach element specific event listeners. + * a quick tap. This can be used to attach element-specific event listeners. * * @method mousePressed * @param {Function|Boolean} fxn function to be fired when mouse is @@ -244,9 +244,9 @@ p5.Element.prototype.mousePressed = function(fxn) { }; /** - * The .doubleClicked() function is called once after every time a + * The doubleClicked() method is called once after every time a * mouse button is pressed twice over the element. This can be used to - * attach element and action specific event listeners. + * attach element and action-specific event listeners. * * @method doubleClicked * @param {Function|Boolean} fxn function to be fired when mouse is @@ -290,18 +290,18 @@ p5.Element.prototype.doubleClicked = function(fxn) { }; /** - * The mouseWheel() function is called + * The mouseWheel() method is called * once after every time a mouse wheel is scrolled over the element. This can - * be used to attach element specific event listeners. + * be used to attach element-specific event listeners. * - * The function accepts a callback function as argument which will be executed + * The method accepts a callback function as argument which will be executed * when the `wheel` event is triggered on the element, the callback function is * passed one argument `event`. The `event.deltaY` property returns negative * values if the mouse wheel is rotated up or away from the user and positive * in the other direction. The `event.deltaX` does the same as `event.deltaY` * except it reads the horizontal wheel scroll of the mouse wheel. * - * On OS X with "natural" scrolling enabled, the `event.deltaY` values are + * On macOS with "natural" scrolling enabled, the `event.deltaY` values are * reversed. * * @method mouseWheel @@ -352,10 +352,10 @@ p5.Element.prototype.mouseWheel = function(fxn) { }; /** - * The mouseReleased() function is + * The mouseReleased() method is * called once after every time a mouse button is released over the element. * Some mobile browsers may also trigger this event on a touch screen, if the - * user performs a quick tap. This can be used to attach element specific event listeners. + * user performs a quick tap. This can be used to attach element-specific event listeners. * * @method mouseReleased * @param {Function|Boolean} fxn function to be fired when mouse is @@ -401,10 +401,10 @@ p5.Element.prototype.mouseReleased = function(fxn) { }; /** - * The .mouseClicked() function is + * The mouseClicked() method is * called once after a mouse button is pressed and released over the element. * Some mobile browsers may also trigger this event on a touch screen, if the - * user performs a quick tap.This can be used to attach element specific event listeners. + * user performs a quick tap. This can be used to attach element-specific event listeners. * * @method mouseClicked * @param {Function|Boolean} fxn function to be fired when mouse is @@ -452,9 +452,9 @@ p5.Element.prototype.mouseClicked = function(fxn) { }; /** - * The .mouseMoved() function is called once every time a + * The mouseMoved() method is called once every time a * mouse moves over the element. This can be used to attach an - * element specific event listener. + * element-specific event listener. * * @method mouseMoved * @param {Function|Boolean} fxn function to be fired when a mouse moves @@ -508,9 +508,9 @@ p5.Element.prototype.mouseMoved = function(fxn) { }; /** - * The .mouseOver() function is called once after every time a + * The mouseOver() method is called once after every time a * mouse moves onto the element. This can be used to attach an - * element specific event listener. + * element-specific event listener. * * @method mouseOver * @param {Function|Boolean} fxn function to be fired when a mouse moves @@ -549,9 +549,9 @@ p5.Element.prototype.mouseOver = function(fxn) { }; /** - * The .mouseOut() function is called once after every time a + * The mouseOut() method is called once after every time a * mouse moves off the element. This can be used to attach an - * element specific event listener. + * element-specific event listener. * * @method mouseOut * @param {Function|Boolean} fxn function to be fired when a mouse @@ -590,8 +590,8 @@ p5.Element.prototype.mouseOut = function(fxn) { }; /** - * The .touchStarted() function is called once after every time a touch is - * registered. This can be used to attach element specific event listeners. + * The touchStarted() method is called once after every time a touch is + * registered. This can be used to attach element-specific event listeners. * * @method touchStarted * @param {Function|Boolean} fxn function to be fired when a touch @@ -637,8 +637,8 @@ p5.Element.prototype.touchStarted = function(fxn) { }; /** - * The .touchMoved() function is called once after every time a touch move is - * registered. This can be used to attach element specific event listeners. + * The touchMoved() method is called once after every time a touch move is + * registered. This can be used to attach element-specific event listeners. * * @method touchMoved * @param {Function|Boolean} fxn function to be fired when a touch moves over @@ -676,8 +676,8 @@ p5.Element.prototype.touchMoved = function(fxn) { }; /** - * The .touchEnded() function is called once after every time a touch is - * registered. This can be used to attach element specific event listeners. + * The touchEnded() method is called once after every time a touch is + * registered. This can be used to attach element-specific event listeners. * * @method touchEnded * @param {Function|Boolean} fxn function to be fired when a touch ends @@ -723,9 +723,9 @@ p5.Element.prototype.touchEnded = function(fxn) { }; /** - * The .dragOver() function is called once after every time a + * The dragOver() method is called once after every time a * file is dragged over the element. This can be used to attach an - * element specific event listener. + * element-specific event listener. * * @method dragOver * @param {Function|Boolean} fxn function to be fired when a file is @@ -761,9 +761,9 @@ p5.Element.prototype.dragOver = function(fxn) { }; /** - * The .dragLeave() function is called once after every time a + * The dragLeave() method is called once after every time a * dragged file leaves the element area. This can be used to attach an - * element specific event listener. + * element-specific event listener. * * @method dragLeave * @param {Function|Boolean} fxn function to be fired when a file is diff --git a/src/core/rendering.js b/src/core/rendering.js index 771b55d5d1..c2526ad726 100644 --- a/src/core/rendering.js +++ b/src/core/rendering.js @@ -13,11 +13,11 @@ let defaultId = 'defaultCanvas0'; // this gets set again in createCanvas const defaultClass = 'p5Canvas'; /** - * Creates a canvas element in the document, and sets the dimensions of it - * in pixels. This method should be called only once at the start of setup. + * Creates a canvas element in the document and sets its dimensions + * in pixels. This method should be called only once at the start of setup(). * Calling createCanvas more than once in a * sketch will result in very unpredictable behavior. If you want more than - * one drawing canvas you could use createGraphics + * one drawing canvas you could use createGraphics() * (hidden by default but it can be shown). * * Important note: in 2D mode (i.e. when `p5.Renderer` is not set) the origin (0,0) @@ -37,7 +37,7 @@ const defaultClass = 'p5Canvas'; * @param {Number} w width of the canvas * @param {Number} h height of the canvas * @param {Constant} [renderer] either P2D or WEBGL - * @return {p5.Renderer} + * @return {p5.Renderer} pointer to p5.Renderer holding canvas * @example *
diff --git a/src/core/shape/2d_primitives.js b/src/core/shape/2d_primitives.js
index 68b9a1e9ef..cfa6c24526 100644
--- a/src/core/shape/2d_primitives.js
+++ b/src/core/shape/2d_primitives.js
@@ -240,8 +240,8 @@ p5.prototype.arc = function(x, y, w, h, start, stop, mode, detail) {
* with the ellipseMode() function.
*
* @method ellipse
- * @param {Number} x x-coordinate of the center of ellipse.
- * @param {Number} y y-coordinate of the center of ellipse.
+ * @param {Number} x x-coordinate of the center of the ellipse.
+ * @param {Number} y y-coordinate of the center of the ellipse.
* @param {Number} w width of the ellipse.
* @param {Number} [h] height of the ellipse.
* @chainable
@@ -262,7 +262,7 @@ p5.prototype.arc = function(x, y, w, h, start, stop, mode, detail) {
* @param {Number} y
* @param {Number} w
* @param {Number} h
- * @param {Integer} [detail] optional parameter for WebGL mode only. This is to
+ * @param {Integer} [detail] optional parameter for WEBGL mode only. This is to
* specify the number of vertices that makes up the
* perimeter of the ellipse. Default value is 25. Won't
* draw a stroke for a detail of more than 50.
@@ -275,15 +275,16 @@ p5.prototype.ellipse = function(x, y, w, h, detailX) {
/**
* Draws a circle to the screen. A circle is a simple closed shape. It is the set
* of all points in a plane that are at a given distance from a given point,
- * the centre. This function is a special case of the ellipse() function, where
- * the width and height of the ellipse are the same. Height and width of the
- * ellipse correspond to the diameter of the circle. By default, the first two
- * parameters set the location of the centre of the circle, the third sets the
- * diameter of the circle.
+ * the center. This function is a special case of the
+ * ellipse() function, where the width and height
+ * of the ellipse are the same. Height and width of the ellipse correspond to
+ * the diameter of the circle. By default, the first two parameters set the
+ * location of the center of the circle, the third sets the diameter of the
+ * circle.
*
* @method circle
- * @param {Number} x x-coordinate of the centre of the circle.
- * @param {Number} y y-coordinate of the centre of the circle.
+ * @param {Number} x x-coordinate of the center of the circle.
+ * @param {Number} y y-coordinate of the center of the circle.
* @param {Number} d diameter of the circle.
* @chainable
* @example
@@ -476,7 +477,7 @@ p5.prototype.point = function(...args) {
};
/**
- * Draws a quad on the canvas. A quad is a quadrilateral, a four sided polygon. It is
+ * Draws a quad on the canvas. A quad is a quadrilateral, a four-sided polygon. It is
* similar to a rectangle, but the angles between its edges are not
* constrained to ninety degrees. The first pair of parameters (x1,y1)
* sets the first vertex and the subsequent pairs should proceed
@@ -553,7 +554,7 @@ p5.prototype.quad = function(...args) {
* Draws a rectangle on the canvas. A rectangle is a four-sided closed shape with
* every angle at ninety degrees. By default, the first two parameters set
* the location of the upper-left corner, the third sets the width, and the
- * fourth sets the height. The way these parameters are interpreted, may be
+ * fourth sets the height. The way these parameters are interpreted may be
* changed with the rectMode() function.
*
* The fifth, sixth, seventh and eighth parameters, if specified,
diff --git a/src/core/shape/attributes.js b/src/core/shape/attributes.js
index e65352d500..bf23b9c58e 100644
--- a/src/core/shape/attributes.js
+++ b/src/core/shape/attributes.js
@@ -123,7 +123,7 @@ p5.prototype.noSmooth = function() {
* rectMode(CORNERS) interprets the first two parameters as the location of
* one of the corners, and the third and fourth parameters as the location of
* the diagonally opposite corner. Note, the rectangle is drawn between the
- * coordinates, so it is not neccesary that the first corner be the upper left
+ * coordinates, so it is not necessary that the first corner be the upper left
* corner.
*
* rectMode(CENTER) interprets the first two parameters as the shape's center
diff --git a/src/core/shape/vertex.js b/src/core/shape/vertex.js
index cd3484f3b4..2afb78f880 100644
--- a/src/core/shape/vertex.js
+++ b/src/core/shape/vertex.js
@@ -89,12 +89,12 @@ p5.prototype.beginContour = function() {
* Draw a series of connected triangles in strip fashion
*
* QUADS
- * Draw a series of separate quad
+ * Draw a series of separate quads
*
* QUAD_STRIP
* Draw quad strip using adjacent edges to form the next quad
*
- * TESS (WebGl only)
+ * TESS (WEBGL only)
* Handle irregular polygon for filling curve by explicit tessellation
*
* After calling the beginShape() function, a series of vertex() commands must follow. To stop
@@ -582,9 +582,9 @@ p5.prototype.endContour = function() {
/**
* The endShape() function is the companion to beginShape() and may only be
- * called after beginShape(). When endShape() is called, all of image data
- * defined since the previous call to beginShape() is written into the image
- * buffer. The constant CLOSE as the value for the MODE parameter to close
+ * called after beginShape(). When endShape() is called, all of the image
+ * data defined since the previous call to beginShape() is written into the image
+ * buffer. The constant CLOSE as the value for the `mode` parameter to close
* the shape (to connect the beginning and the end).
*
* @method endShape
diff --git a/src/core/structure.js b/src/core/structure.js
index b01dc9e94e..d64afaeb92 100644
--- a/src/core/structure.js
+++ b/src/core/structure.js
@@ -28,7 +28,7 @@ import p5 from './main';
* has been specified. Otherwise, the sketch would enter an odd state until
* loop() was called.
*
- * Use isLooping() to check current state of loop().
+ * Use isLooping() to check the current state of loop().
*
* @method noLoop
* @example
@@ -88,7 +88,7 @@ p5.prototype.noLoop = function() {
*
* Avoid calling loop() from inside setup().
*
- * Use isLooping() to check current state of loop().
+ * Use isLooping() to check the current state of loop().
*
* @method loop
* @example
diff --git a/src/core/transform.js b/src/core/transform.js
index 1fe637e5d9..f92b253b87 100644
--- a/src/core/transform.js
+++ b/src/core/transform.js
@@ -198,13 +198,13 @@ p5.prototype.resetMatrix = function() {
* Objects are always rotated around their relative position to the
* origin and positive numbers rotate objects in a clockwise direction.
* Transformations apply to everything that happens after and subsequent
- * calls to the function accumulates the effect. For example, calling
+ * calls to the function accumulate the effect. For example, calling
* rotate(HALF_PI) and then rotate(HALF_PI) is the same as rotate(PI).
* All transformations are reset when draw() begins again.
*
* Technically, rotate() multiplies the current transformation matrix
* by a rotation matrix. This function can be further controlled by
- * the push() and pop().
+ * push() and pop().
*
* @method rotate
* @param {Number} angle the angle of rotation, specified in radians
@@ -506,7 +506,7 @@ p5.prototype.shearY = function(angle) {
* @method translate
* @param {Number} x left/right translation
* @param {Number} y up/down translation
- * @param {Number} [z] forward/backward translation (webgl only)
+ * @param {Number} [z] forward/backward translation (WEBGL only)
* @chainable
* @example
*
diff --git a/src/dom/dom.js b/src/dom/dom.js
index a845db2203..01e0d5b2e8 100644
--- a/src/dom/dom.js
+++ b/src/dom/dom.js
@@ -458,7 +458,7 @@ p5.prototype.createA = function(href, html, target) {
* @param {Number} max maximum value of the slider
* @param {Number} [value] default value of the slider
* @param {Number} [step] step size for each tick of the slider (if step is set to 0, the slider will move continuously from the minimum to the maximum value)
- * @return {p5.Element} pointer to p5.Element holding created node
+ * @return {p5.Element} pointer to p5.Element holding the created node
* @example
*
* let slider;
@@ -540,7 +540,8 @@ p5.prototype.createButton = function(label, value) {
/**
* Creates a checkbox `<input></input>` element in the DOM.
- * Calling .checked() on a checkbox returns if it is checked or not
+ * Calling .checked() on a checkbox returns a boolean indicating whether
+ * it is checked or not.
*
* @method createCheckbox
* @param {String} [label] label displayed after checkbox
@@ -624,14 +625,14 @@ p5.prototype.createCheckbox = function() {
* It also helps to assign select-box methods to p5.Element when selecting existing select box.
* - `.option(name, [value])` can be used to set options for the select after it is created.
* - `.value()` will return the currently selected option.
- * - `.selected()` will return current dropdown element which is an instance of p5.Element
+ * - `.selected()` will return the current dropdown element which is an instance of p5.Element.
* - `.selected(value)` can be used to make given option selected by default when the page first loads.
- * - `.disable()` marks whole of dropdown element as disabled.
- * - `.disable(value)` marks given option as disabled
+ * - `.disable()` marks the whole dropdown element as disabled.
+ * - `.disable(value)` marks a given option as disabled.
*
* @method createSelect
* @param {boolean} [multiple] true if dropdown should support multiple selections
- * @return {p5.Element}
+ * @return {p5.Element} pointer to p5.Element holding created node
* @example
*
* let sel;
@@ -768,7 +769,7 @@ p5.prototype.createSelect = function() {
};
/**
- * Creates a radio button element in the DOM.It also helps existing radio buttons
+ * Creates a radio button element in the DOM. It also helps existing radio buttons
* assign methods of p5.Element.
* - `.option(value, [label])` can be used to create a new option for the
* element. If an option with a value already exists, it will be returned.
@@ -780,8 +781,8 @@ p5.prototype.createSelect = function() {
* - `.disable(Boolean)` method will enable/disable the whole radio button element.
*
* @method createRadio
- * @param {Object} containerElement An container HTML Element either a div
- * or span inside which all existing radio inputs will be considered as options.
+ * @param {Object} containerElement A container HTML Element, either a div
+ * or span, inside which all existing radio inputs will be considered as options.
* @param {string} [name] A name parameter for each Input Element.
* @return {p5.Element} pointer to p5.Element holding created node
* @example
@@ -974,7 +975,8 @@ p5.prototype.createRadio = function() {
/**
* Creates a colorPicker element in the DOM for color input.
* The .value() method will return a hex string (#rrggbb) of the color.
- * The .color() method will return a p5.Color object with the current chosen color.
+ * The .color() method will return a p5.Color
+ * object with the current chosen color.
*
* @method createColorPicker
* @param {String|p5.Color} [value] default color of element
@@ -1555,7 +1557,7 @@ p5.Element.prototype.removeClass = function(c) {
/**
*
- * Checks if specified class already set to element
+ * Checks if specified class is already applied to element.
*
* @method hasClass
* @returns {boolean} a boolean value if element has specified class
@@ -1584,7 +1586,7 @@ p5.Element.prototype.hasClass = function(c) {
/**
*
- * Toggles element class
+ * Toggles element class.
*
* @method toggleClass
* @param c {String} class name to toggle
@@ -1669,10 +1671,10 @@ p5.Element.prototype.child = function(childNode) {
};
/**
- * Centers a p5 Element either vertically, horizontally,
+ * Centers a p5.Element either vertically, horizontally,
* or both, relative to its parent or according to
- * the body if the Element has no parent. If no argument is passed
- * the Element is aligned both vertically and horizontally.
+ * the body if the p5.Element has no parent. If no argument is passed
+ * the p5.Element is aligned both vertically and horizontally.
*
* @method center
* @param {String} [align] passing 'vertical', 'horizontal' aligns element accordingly
@@ -1722,8 +1724,8 @@ p5.Element.prototype.center = function(align) {
/**
*
* If an argument is given, sets the inner HTML of the element,
- * replacing any existing html. If true is included as a second
- * argument, html is appended instead of replacing existing html.
+ * replacing any existing HTML. If true is included as a second
+ * argument, HTML is appended instead of replacing existing HTML.
* If no arguments are given, returns
* the inner HTML of the element.
*
@@ -1764,7 +1766,7 @@ p5.Element.prototype.html = function() {
* position will be relative to (0, 0) of the window.
* Essentially, this sets position:absolute and left and top
* properties of style. If an optional third argument specifying position type is given,
- * the x and y coordinates will be interpreted based on the positioning scheme.
* If no arguments given, the function returns the x and y position of the element.
*
@@ -1879,10 +1881,10 @@ p5.Element.prototype._rotate = function() {
};
/**
- * Sets the given style (css) property (1st arg) of the element with the
+ * Sets the given style (CSS) property (1st arg) of the element with the
* given value (2nd arg). If a single argument is given, .style()
- * returns the value of the given property; however, if the single argument
- * is given in css syntax ('text-align:center'), .style() sets the css
+ * returns the value of the given property; however, if a single argument
+ * is given in CSS syntax ('text-align:center'), .style() sets the CSS
* appropriately.
*
* @method style
@@ -1977,7 +1979,7 @@ p5.Element.prototype.style = function(prop, val) {
*
* Adds a new attribute or changes the value of an existing attribute
* on the specified element. If no value is specified, returns the
- * value of the given attribute, or null if attribute is not set.
+ * value of the given attribute, or null if the attribute is not set.
*
* @method attribute
* @return {String} value of attribute
@@ -2146,8 +2148,8 @@ p5.Element.prototype.hide = function() {
*
* Sets the width and height of the element. AUTO can be used to
* only adjust one dimension at a time. If no arguments are given, it
- * returns the width and height of the element in an object. In case of
- * elements which need to be loaded, such as images, it is recommended
+ * returns the width and height of the element in an Object. In the case of
+ * elements that need to be loaded, such as images, it is recommended
* to call the function after the element has finished loading.
*
* @method size
diff --git a/src/events/keyboard.js b/src/events/keyboard.js
index 4ee87f313f..ffd2d6eee5 100644
--- a/src/events/keyboard.js
+++ b/src/events/keyboard.js
@@ -192,7 +192,7 @@ p5.prototype._onkeydown = function(e) {
* See key and keyCode for more information.
* Browsers may have different default
* behaviors attached to various key events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
+ * behavior for this event, add "return false" to the end of the function.
*
* @method keyReleased
* @param {Object} [event] optional KeyboardEvent callback argument.
@@ -252,7 +252,7 @@ p5.prototype._onkeyup = function(e) {
* configured.
* Browsers may have different default behaviors attached to various key
* events. To prevent any default behavior for this event, add "return false"
- * to the end of the method.
+ * to the end of the function.
*
* @method keyTyped
* @param {Object} [event] optional KeyboardEvent callback argument.
diff --git a/src/events/mouse.js b/src/events/mouse.js
index ae449c3191..be63806e97 100644
--- a/src/events/mouse.js
+++ b/src/events/mouse.js
@@ -538,7 +538,7 @@ p5.prototype._setMouseButton = function(e) {
* touchMoved() function will be called instead if it is defined.
* Browsers may have different default
* behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
+ * behavior for this event, add "return false" to the end of the function.
*
* @method mouseDragged
* @param {Object} [event] optional MouseEvent callback argument.
@@ -620,7 +620,7 @@ p5.prototype._onmousemove = function(e) {
* called instead if it is defined.
* Browsers may have different default
* behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
+ * behavior for this event, add "return false" to the end of the function.
*
* @method mousePressed
* @param {Object} [event] optional MouseEvent callback argument.
@@ -699,7 +699,7 @@ p5.prototype._onmousedown = function(e) {
* function will be called instead if it is defined.
* Browsers may have different default
* behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
+ * behavior for this event, add "return false" to the end of the function.
*
* @method mouseReleased
* @param {Object} [event] optional MouseEvent callback argument.
@@ -777,7 +777,7 @@ p5.prototype._ondragover = p5.prototype._onmousemove;
* being pressed or released, see mousePressed() or mouseReleased().
* Browsers may have different default
* behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
+ * behavior for this event, add "return false" to the end of the function.
*
* @method mouseClicked
* @param {Object} [event] optional MouseEvent callback argument.
@@ -929,7 +929,7 @@ p5.prototype._pmouseWheelDeltaY = 0;
* touchpad.
* The event.delta property returns the amount the mouse wheel
* have scrolled. The values can be positive or negative depending on the
- * scroll direction (on OS X with "natural" scrolling enabled, the signs
+ * scroll direction (on macOS with "natural" scrolling enabled, the signs
* are inverted).
* Browsers may have different default behaviors attached to various
* mouse events. To prevent any default behavior for this event, add
diff --git a/src/math/calculation.js b/src/math/calculation.js
index 7bc94ea85b..a1159e2928 100644
--- a/src/math/calculation.js
+++ b/src/math/calculation.js
@@ -115,7 +115,7 @@ p5.prototype.constrain = function(n, low, high) {
/**
* Calculates the distance between two points, in either two or three dimensions.
- * If you looking for distance between two vectors see dist()
+ * If you looking for distance between two vectors see p5.Vector.dist()
*
* @method dist
* @param {Number} x1 x-coordinate of the first point
@@ -269,10 +269,10 @@ p5.prototype.floor = Math.floor;
/**
* Calculates a number between two numbers at a specific increment. The amt
* parameter is the amount to interpolate between the two values where 0.0
- * equal to the first point, 0.1 is very near the first point, 0.5 is
+ * is equal to the first point, 0.1 is very near the first point, 0.5 is
* half-way in between, and 1.0 is equal to the second point. If the
* value of amt is more than 1.0 or less than 0.0, the number will be
- * calculated accordingly in the ratio of the two given numbers. The lerp
+ * calculated accordingly in the ratio of the two given numbers. The lerp()
* function is convenient for creating motion along a straight
* path and for drawing dotted lines.
*
diff --git a/src/math/math.js b/src/math/math.js
index 89d07aaeef..afb4f2879b 100644
--- a/src/math/math.js
+++ b/src/math/math.js
@@ -9,7 +9,7 @@ import p5 from '../core/main';
/**
* Creates a new p5.Vector (the datatype for storing vectors). This provides a
- * two or three dimensional vector, specifically a Euclidean (also known as
+ * two or three-dimensional vector, specifically a Euclidean (also known as
* geometric) vector. A vector is an entity that has both magnitude and
* direction.
*
diff --git a/src/math/noise.js b/src/math/noise.js
index cb58e0744d..ac75a64361 100644
--- a/src/math/noise.js
+++ b/src/math/noise.js
@@ -36,26 +36,26 @@ let perlin; // will be initialized lazily by noise() or noiseSeed()
/**
* Returns the Perlin noise value at specified coordinates. Perlin noise is
* a random sequence generator producing a more naturally ordered, harmonic
- * succession of numbers compared to the standard random() function.
+ * succession of numbers compared to the standard random() function.
* It was invented by Ken Perlin in the 1980s and been used since in
* graphical applications to produce procedural textures, natural motion,
* shapes, terrains etc.
The main difference to the
- * random() function is that Perlin noise is defined in an infinite
+ * random() function is that Perlin noise is defined in an infinite
* n-dimensional space where each pair of coordinates corresponds to a
* fixed semi-random value (fixed only for the lifespan of the program; see
* the noiseSeed() function). p5.js can compute 1D, 2D and 3D noise,
* depending on the number of coordinates given. The resulting value will
* always be between 0.0 and 1.0. The noise value can be animated by moving
* through the noise space as demonstrated in the example above. The 2nd
- * and 3rd dimension can also be interpreted as time.
The actual
+ * and 3rd dimensions can also be interpreted as time.
The actual
* noise is structured similar to an audio signal, in respect to the
* function's use of frequencies. Similar to the concept of harmonics in
- * physics, perlin noise is computed over several octaves which are added
+ * physics, Perlin noise is computed over several octaves which are added
* together for the final result.
Another way to adjust the
* character of the resulting sequence is the scale of the input
* coordinates. As the function works within an infinite space the value of
* the coordinates doesn't matter as such, only the distance between
- * successive coordinates does (eg. when using noise() within a
+ * successive coordinates does (eg. when using noise() within a
* loop). As a general rule the smaller the difference between coordinates,
* the smoother the resulting noise sequence will be. Steps of 0.005-0.03
* work best for most applications, but this will differ depending on use.
@@ -181,17 +181,17 @@ p5.prototype.noise = function(x, y = 0, z = 0) {
* function. Similar to harmonics in physics, noise is computed over
* several octaves. Lower octaves contribute more to the output signal and
* as such define the overall intensity of the noise, whereas higher octaves
- * create finer grained details in the noise sequence.
+ * create finer-grained details in the noise sequence.
*
* By default, noise is computed over 4 octaves with each octave contributing
- * exactly half than its predecessor, starting at 50% strength for the 1st
+ * exactly half as much as its predecessor, starting at 50% strength for the 1st
* octave. This falloff amount can be changed by adding an additional function
* parameter. Eg. a falloff factor of 0.75 means each octave will now have
* 75% impact (25% less) of the previous lower octave. Any value between
- * 0.0 and 1.0 is valid, however note that values greater than 0.5 might
- * result in greater than 1.0 values returned by noise().
+ * 0.0 and 1.0 is valid, however, note that values greater than 0.5 might
+ * result in greater than 1.0 values returned by noise().
*
- * By changing these parameters, the signal created by the noise()
+ * By changing these parameters, the signal created by the noise()
* function can be adapted to fit very specific needs and characteristics.
*
* @method noiseDetail
@@ -241,10 +241,10 @@ p5.prototype.noiseDetail = function(lod, falloff) {
};
/**
- * Sets the seed value for noise(). By default, noise()
- * produces different results each time the program is run. Set the
- * value parameter to a constant to return the same pseudo-random
- * numbers each time the software is run.
+ * Sets the seed value for noise(). By default,
+ * noise() produces different results each time
+ * the program is run. Set the `seed` parameter to a constant to return
+ * the same pseudo-random numbers each time the software is run.
*
* @method noiseSeed
* @param {Number} seed the seed value
diff --git a/src/math/p5.Vector.js b/src/math/p5.Vector.js
index fd0879cfc3..cdf60e12ee 100644
--- a/src/math/p5.Vector.js
+++ b/src/math/p5.Vector.js
@@ -8,11 +8,11 @@ import p5 from '../core/main';
import * as constants from '../core/constants';
/**
- * A class to describe a two or three dimensional vector, specifically
+ * A class to describe a two or three-dimensional vector, specifically
* a Euclidean (also known as geometric) vector. A vector is an entity
* that has both magnitude and direction. The datatype, however, stores
* the components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude
- * and direction can be accessed via the methods mag() and heading().
+ * and direction can be accessed via the methods p5.Vector.mag() and heading().
*
* In many of the p5.js examples, you will see p5.Vector used to describe a
* position, velocity, or acceleration. For example, if you consider a rectangle
@@ -249,7 +249,7 @@ p5.Vector.prototype.copy = function copy() {
* Adds x, y, and z components to a vector, adds one vector to another, or
* adds two independent vectors together. The version of the method that adds
* two vectors together is a static method and returns a p5.Vector, the others
- * acts directly on the vector. Additionally, you may provide arguments to this function as an array.
+ * act directly on the vector. Additionally, you may provide arguments to this method as an array.
* See the examples for more context.
*
* @method add
@@ -370,7 +370,7 @@ const calculateRemainder3D = function(xComponent, yComponent, zComponent) {
return this;
};
/**
- * Gives remainder of a vector when it is divided by another vector.
+ * Gives the remainder of a vector when it is divided by another vector.
* See examples for more context.
*
* @method rem
@@ -462,7 +462,7 @@ p5.Vector.prototype.rem = function rem(x, y, z) {
* Subtracts x, y, and z components from a vector, subtracts one vector from
* another, or subtracts two independent vectors. The version of the method
* that subtracts two vectors is a static method and returns a p5.Vector, the
- * other acts directly on the vector. Additionally, you may provide arguments to this function as an array.
+ * others act directly on the vector. Additionally, you may provide arguments to this method as an array.
* See the examples for more context.
*
* @method sub
@@ -565,8 +565,8 @@ p5.Vector.prototype.sub = function sub(x, y, z) {
* and z components of the vector are all multiplied by the scalar. When multiplying a vector by a vector,
* the x, y, z components of both vectors are multiplied by each other
* (for example, with two vectors a and b: a.x * b.x, a.y * b.y, a.z * b.z). The static version of this method
- * creates a new p5.Vector while the non static version acts on the vector
- * directly. Additionally, you may provide arguments to this function as an array.
+ * creates a new p5.Vector while the non-static version acts on the vector
+ * directly. Additionally, you may provide arguments to this method as an array.
* See the examples for more context.
*
* @method mult
@@ -756,10 +756,10 @@ p5.Vector.prototype.mult = function mult(x, y, z) {
* z components of two vectors against each other. When dividing a vector by a scalar, the x, y,
* and z components of the vector are all divided by the scalar. When dividing a vector by a vector,
* the x, y, z components of the source vector are treated as the dividend, and the x, y, z components
- * of the argument is treated as the divisor (for example with two vectors a and b: a.x / b.x, a.y / b.y, a.z / b.z).
+ * of the argument are treated as the divisor (for example with two vectors a and b: a.x / b.x, a.y / b.y, a.z / b.z).
* The static version of this method creates a
- * new p5.Vector while the non static version acts on the vector directly.
- * Additionally, you may provide arguments to this function as an array.
+ * new p5.Vector while the non-static version acts on the vector directly.
+ * Additionally, you may provide arguments to this method as an array.
* See the examples for more context.
*
* @method div
@@ -1102,7 +1102,7 @@ p5.Vector.prototype.dot = function dot(x, y, z) {
/**
* Calculates and returns a vector composed of the cross product between
- * two vectors. Both the static and non static methods return a new p5.Vector.
+ * two vectors. Both the static and non-static methods return a new p5.Vector.
* See the examples for more context.
*
* @method cross
@@ -1145,7 +1145,7 @@ p5.Vector.prototype.cross = function cross(v) {
/**
* Calculates the Euclidean distance between two points (considering a
* point as a vector object).
- * If you are looking to calculate distance with 2 points see dist()
+ * If you are looking to calculate distance between 2 points see dist()
*
* @method dist
* @param {p5.Vector} v the x, y, and z coordinates of a p5.Vector
@@ -1399,9 +1399,9 @@ p5.Vector.prototype.setMag = function setMag(n) {
};
/**
- * Calculate the angle of rotation for this vector(only 2D vectors).
+ * Calculate the angle of rotation for this vector (only 2D vectors).
* p5.Vectors created using createVector()
- * will take the current angleMode into
+ * will take the current angleMode() into
* consideration, and give the angle in radians or degree accordingly.
*
* @method heading
@@ -1472,7 +1472,7 @@ p5.Vector.prototype.heading = function heading() {
/**
* Rotate the vector to a specific angle (only 2D vectors), magnitude remains the
- * same
+ * same.
*
* @method setHeading
* @param {number} angle the angle of rotation
@@ -1497,7 +1497,7 @@ p5.Vector.prototype.setHeading = function setHeading(a) {
/**
* Rotate the vector by an angle (only 2D vectors), magnitude remains the
- * same
+ * same.
*
* @method rotate
* @param {number} angle the angle of rotation
@@ -1565,7 +1565,7 @@ p5.Vector.prototype.rotate = function rotate(a) {
};
/**
- * Calculates and returns the angle between two vectors. This function will take
+ * Calculates and returns the angle between two vectors. This method will take
* the current angleMode into consideration, and
* give the angle in radians or degree accordingly.
*
@@ -1645,7 +1645,7 @@ p5.Vector.prototype.angleBetween = function angleBetween(v) {
return angle;
};
/**
- * Linear interpolate the vector to another vector
+ * Linear interpolate the vector to another vector.
*
* @method lerp
* @param {Number} x the x component
@@ -1734,8 +1734,8 @@ p5.Vector.prototype.lerp = function lerp(x, y, z, amt) {
};
/**
- * Reflect the incoming vector about a normal to a line in 2D, or about a normal to a plane in 3D
- * This method acts on the vector directly
+ * Reflect the incoming vector about a normal to a line in 2D, or about a normal to a plane in 3D.
+ * This method acts on the vector directly.
*
* @method reflect
* @param {p5.Vector} surfaceNormal the p5.Vector to reflect about, will be normalized by this method
@@ -1821,7 +1821,7 @@ p5.Vector.prototype.array = function array() {
};
/**
- * Equality check against a p5.Vector
+ * Equality check against a p5.Vector.
*
* @method equals
* @param {Number} [x] the x component of the vector
@@ -1876,7 +1876,7 @@ p5.Vector.prototype.equals = function equals(x, y, z) {
// Static Methods
/**
- * Make a new 2D vector from an angle
+ * Make a new 2D vector from an angle.
*
* @method fromAngle
* @static
@@ -1927,7 +1927,7 @@ p5.Vector.fromAngle = function fromAngle(angle, length) {
};
/**
- * Make a new 3D vector from a pair of ISO spherical angles
+ * Make a new 3D vector from a pair of ISO spherical angles.
*
* @method fromAngles
* @static
@@ -1976,7 +1976,7 @@ p5.Vector.fromAngles = function(theta, phi, length) {
};
/**
- * Make a new 2D unit vector from a random angle
+ * Make a new 2D unit vector from a random angle.
*
* @method random2D
* @static
diff --git a/src/math/random.js b/src/math/random.js
index 2914020d33..40fe5fa62b 100644
--- a/src/math/random.js
+++ b/src/math/random.js
@@ -160,9 +160,9 @@ p5.prototype.random = function(min, max) {
* be returned.
*
* Takes either 0, 1 or 2 arguments.
- * If no args, returns a mean of 0 and standard deviation of 1.
- * If one arg, that arg is the mean (standard deviation is 1).
- * If two args, first is mean, second is standard deviation.
+ * If no args, the mean is 0 and the standard deviation is 1.
+ * If one arg, that arg is the mean and the standard deviation is 1.
+ * If two args, the first arg is the mean and the second is the standard deviation.
*
* @method randomGaussian
* @param {Number} [mean] the mean
diff --git a/src/math/trigonometry.js b/src/math/trigonometry.js
index d71449cfc2..ebd1a5226e 100644
--- a/src/math/trigonometry.js
+++ b/src/math/trigonometry.js
@@ -18,8 +18,8 @@ p5.prototype._angleMode = constants.RADIANS;
/**
* The inverse of cos(), returns the arc cosine of a value.
* This function expects the values in the range of -1 to 1 and values are returned in
- * the range 0 to PI (3.1415927) if the angleMode is RADIANS or 0 to 180 if the
- * angle mode is DEGREES.
+ * the range 0 to PI (3.1415927) if the angleMode() is RADIANS
+ * or 0 to 180 if the angleMode() is DEGREES.
*
* @method acos
* @param {Number} value the value whose arc cosine is to be returned
@@ -123,9 +123,10 @@ p5.prototype.atan = function(ratio) {
/**
* Calculates the angle (in radians) from a specified point to the coordinate
* origin as measured from the positive x-axis. Values are returned as a
- * float in the range from PI to -PI if the angleMode is RADIANS or 180 to
- * -180 if the angleMode is DEGREES. The atan2() function is
- * most often used for orienting geometry to the position of the cursor.
+ * float in the range from PI to -PI if the angleMode()
+ * is RADIANS or 180 to -180 if the angleMode() is DEGREES.
+ * The atan2() function is most often used for orienting geometry
+ * to the position of the cursor.
*
* Note: The y-coordinate of the point is the first parameter, and the
* x-coordinate is the second parameter, due the the structure of calculating
@@ -241,7 +242,7 @@ p5.prototype.tan = function(angle) {
* Radians and degrees are two ways of measuring the same thing. There are
* 360 degrees in a circle and 2*PI radians in a circle. For example,
* 90° = PI/2 = 1.5707964. This function does not take into account the
- * current angleMode.
+ * current angleMode().
*
* @method degrees
* @param {Number} radians the radians value to convert to degrees
@@ -283,7 +284,7 @@ p5.prototype.degrees = angle => angle * constants.RAD_TO_DEG;
p5.prototype.radians = angle => angle * constants.DEG_TO_RAD;
/**
- * Sets the current mode of p5 to given mode. Default mode is RADIANS.
+ * Sets the current mode of p5 to the given mode. Default mode is RADIANS.
*
* @method angleMode
* @param {Constant} mode either RADIANS or DEGREES
diff --git a/src/typography/attributes.js b/src/typography/attributes.js
index 0b8fba11ed..80d47c7f37 100644
--- a/src/typography/attributes.js
+++ b/src/typography/attributes.js
@@ -20,7 +20,7 @@ import p5 from '../core/main';
* So if you write textAlign(LEFT), you are aligning the left
* edge of your text to the x value you give in text().
* If you write textAlign(RIGHT, TOP), you are aligning the right edge
- * of your text to the x value and the top of edge of the text
+ * of your text to the x value and the top edge of the text
* to the y value.
*
* @method textAlign
diff --git a/src/typography/loading_displaying.js b/src/typography/loading_displaying.js
index d0a8553b73..a83f3470b5 100644
--- a/src/typography/loading_displaying.js
+++ b/src/typography/loading_displaying.js
@@ -15,9 +15,9 @@ import '../core/friendly_errors/fes_core';
/**
* Loads an opentype font file (.otf, .ttf) from a file or a URL,
- * and returns a PFont Object. This method is asynchronous,
- * meaning it may not finish before the next line in your sketch
- * is executed.
+ * and returns a p5.Font object. This function
+ * is asynchronous, meaning it may not finish before the next line in
+ * your sketch is executed.
*
* The path to the font should be relative to the HTML file
* that links in your sketch. Loading fonts from a URL or other