diff --git a/README.md b/README.md
index 10e7f5c..04b2560 100644
--- a/README.md
+++ b/README.md
@@ -25,7 +25,7 @@ Installing and setting up Bump
------------------------------
Use a `
```
(If you prefer, you can load `bump.js` using any JavaScript module
@@ -36,7 +36,7 @@ code.
Next, create a new instance of Bump at the beginning of your program.
Supply the renderer you want to use in the constructor (the defautl is `PIXI`) like this:
-```
+```js
b = new Bump(PIXI);
```
The variable `b` (for "bump", of course!) now represents the running
@@ -56,7 +56,7 @@ b.hitTestRectangle(spriteOne, spriteTwo);
Here are all the collision methods you can use:
-###`hit`
+### `hit`
`hit` is a universal collision function. It automatically detects the
kinds of sprites that are being used in the collision and chooses the
@@ -65,7 +65,7 @@ having to remember which of the many collision functions in Bump's
library to use, you only need remember one: `hit`.
In its simplest form, you can use `hit` like this:
-```
+```js
hit(spriteOne, spriteTwo)
```
It will return `true` if the sprites are touching and `false` if they
@@ -95,7 +95,7 @@ Now your sprites will bounce!
Setting the fifth argument to `true` makes the `hit` method use the
sprites’ **global coordinates**.
-```
+```js
hit(spriteOne, spriteTwo, true, true, true)
```
The global coordinates are the sprites positions relative to the
@@ -159,7 +159,7 @@ lower level collision methods. If you prefer to use the lower-level
methods, they're all listed next.
-###`hitTestPoint`
+### `hitTestPoint`
The most basic collision test is to check whether a point is
intersecting a sprite. `hitTestPoint` will help you to figure this out.
@@ -188,7 +188,7 @@ The sprite will now be interpreted as circular and have a new `radius`
property which is equal to half the sprite's width.
-###`hitTestCircle`
+### `hitTestCircle`
If you want to check for a collision between two circular sprites,
use the `hitTestCircle` method:
@@ -205,7 +205,7 @@ if (hitTestCircle(sprite1, sprite2)) {
```
-###`circleCollision`
+### `circleCollision`
If a moving circle hits a non-moving circle, you can create a collision
reaction using the `circleCollision` method:
@@ -226,7 +226,7 @@ if you want to check for collisions between sprites that have different
parent containers.
-###`movingCircleCollision`
+### `movingCircleCollision`
You can create a collision reaction between two moving circles using
the `movingCircleCollision` method. Supply two circular sprites as arguments:
@@ -284,7 +284,7 @@ them bounce off one another. You now know most of the important techniques you n
to make a wide range of games using circular sprites.
-###`hitTestRectangle`
+### `hitTestRectangle`
To find out whether two rectangular sprites are overlapping, use a function called
`hitTestRectangle`:
@@ -303,7 +303,7 @@ if (hitTestRectangle(rectangle1, rectangle2)) {
```
-###`rectangleCollision`
+### `rectangleCollision`
`rectangleCollision` make the rectangles behave as though they have
solid mass. It prevents any of the rectangular sprites in its first
@@ -355,7 +355,7 @@ the other collision methods, you should set the final optional argument,
`global`, to `true` if you want to use the sprites’ global coordinates.)
-###`hitTestCircleRectangle`
+### `hitTestCircleRectangle`
`hitTestCircleRectangle` checks for a collision between a circular and
rectangular sprite. The first argument is the circular sprite, and the
@@ -370,7 +370,7 @@ the circle is hitting the rectangle. It can have the value "topLeft",
`undefined`.
-###`circleRectangleCollision`
+### `circleRectangleCollision`
Use `circleRectangleCollision` to make a circle bounce off a square’s sides or corners:
```js
@@ -381,7 +381,7 @@ and setting the fourth argument to `true` tells the method to use the
sprites’ global coordinates.
-###`contain`
+### `contain`
`contain` can be used to contain a sprite with `x` and
`y` properties inside a rectangular area.