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Update Input.hx
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source/jta/input/Input.hx

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -69,47 +69,47 @@ class Input
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/**
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* Checks if the input associated with the given tag was just pressed.
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* @param tag The action name to check.
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* @return `true` If the key or gamepad button was just pressed, `false` otherwise.
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* @return `true` if the key or gamepad button was just pressed, `false` otherwise.
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*/
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public static function justPressed(tag:String):Bool
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return checkInput(tag, JUST_PRESSED);
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/**
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* Checks if the input associated with the given tag is currently pressed.
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* @param tag The action name to check.
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* @return `true` If the key or gamepad button is pressed, `false` otherwise.
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* @return `true` if the key or gamepad button is pressed, `false` otherwise.
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*/
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public static function pressed(tag:String):Bool
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return checkInput(tag, PRESSED);
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/**
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* Checks if the input associated with the given tag was just released.
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* @param tag The action name to check.
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* @return `true` If the key or gamepad button was just released, `false` otherwise.
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* @return `true` if the key or gamepad button was just released, `false` otherwise.
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*/
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public static function justReleased(tag:String):Bool
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return checkInput(tag, JUST_RELEASED);
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/**
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* Checks if any of the inputs associated with the given tags were just pressed.
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* @param tags An array of action names to check.
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* @return `true` If any of the keys or gamepad buttons were just pressed, `false` otherwise.
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* @return `true` if any of the keys or gamepad buttons were just pressed, `false` otherwise.
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*/
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public static function anyJustPressed(tags:Array<String>):Bool
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return checkAnyInputs(tags, JUST_PRESSED);
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/**
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* Checks if any of the inputs associated with the given tags are currently pressed.
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* @param tags An array of action names to check.
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* @return `true` If any of the keys or gamepad buttons are currently pressed, `false` otherwise.
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* @return `true` if any of the keys or gamepad buttons are currently pressed, `false` otherwise.
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*/
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public static function anyPressed(tags:Array<String>):Bool
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return checkAnyInputs(tags, PRESSED);
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/**
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* Checks if any of the inputs associated with the given tags were just released.
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* @param tags An array of action names to check.
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* @return `true` If any of the keys or gamepad buttons were just released, `false` otherwise.
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* @return `true` if any of the keys or gamepad buttons were just released, `false` otherwise.
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*/
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public static function anyJustReleased(tags:Array<String>):Bool
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return checkAnyInputs(tags, JUST_RELEASED);
@@ -118,7 +118,7 @@ class Input
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* Checks if the input associated with the given tag is in the specified state.
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* @param tag The action name to check.
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* @param state The state to check.
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* @return `true` If the key or gamepad button is in the specified state, `false` otherwise.
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* @return `true` if the key or gamepad button is in the specified state, `false` otherwise.
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*/
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public static function checkInput(tag:String, state:FlxInputState):Bool
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{
@@ -162,7 +162,7 @@ class Input
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* Checks if any of the inputs associated with the given tags are in the specified state.
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* @param tags An array of action names to check.
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* @param state The state to check.
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* @return `true` If any of the keys or gamepad buttons are in the specified state, `false` otherwise.
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* @return `true` if any of the keys or gamepad buttons are in the specified state, `false` otherwise.
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*/
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public static function checkAnyInputs(tags:Array<String>, state:FlxInputState):Bool
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{

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