pxt-arcade 1.12.3 → 1.12.5

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Files changed (40) hide show
  1. package/built/common-sim.d.ts +2 -2
  2. package/built/target-strings.json +1 -0
  3. package/built/target.js +1733 -146
  4. package/built/target.json +1733 -146
  5. package/built/targetlight.json +5 -5
  6. package/docs/hardware/adding.md +46 -52
  7. package/docs/hero-banner.md +5 -5
  8. package/docs/hour-of-code-2022-es.html +0 -1
  9. package/docs/hour-of-code-2022.html +0 -4
  10. package/docs/kiosk.html +1 -1
  11. package/docs/static/hero-gallery/holiday.png +0 -0
  12. package/docs/static/kiosk/asset-manifest.json +6 -6
  13. package/docs/static/kiosk/static/css/main.b60591be.css +2 -0
  14. package/docs/static/kiosk/static/css/main.b60591be.css.map +1 -0
  15. package/docs/static/kiosk/static/js/{main.f11fd683.js → main.7c9f0b91.js} +3 -3
  16. package/docs/static/kiosk/static/js/{main.f11fd683.js.LICENSE.txt → main.7c9f0b91.js.LICENSE.txt} +0 -0
  17. package/docs/static/kiosk/static/js/main.7c9f0b91.js.map +1 -0
  18. package/docs/static/libs/multiplayer.png +0 -0
  19. package/docs/static/tutorials/aliens/reload.png +0 -0
  20. package/docs/static/tutorials/arrows/key.png +0 -0
  21. package/docs/static/tutorials/holiday/bgd.png +0 -0
  22. package/docs/static/tutorials/holiday/p1.png +0 -0
  23. package/docs/static/tutorials/holiday/p2.png +0 -0
  24. package/docs/test/courses/carnival.md +57 -0
  25. package/docs/test/courses/class-arcade.md +57 -0
  26. package/docs/test/skillmap/story/story1.md +8 -21
  27. package/docs/test/skillmap/story/story2.md +17 -28
  28. package/docs/test/skillmap/story/story3.md +51 -469
  29. package/docs/test/skillmap/story/story4.md +1 -2
  30. package/docs/test/tutorials/arrow.md +4 -4
  31. package/docs/test/tutorials/holiday.md +609 -0
  32. package/docs/test/tutorials/hundred.md +140 -157
  33. package/docs/test/tutorials/wakanda-forever.md +41 -1
  34. package/docs/tutorials/holiday.md +609 -0
  35. package/docs/tutorials/wakanda-forever.md +203 -146
  36. package/package.json +3 -3
  37. package/pxtarget.json +1 -0
  38. package/docs/static/kiosk/static/css/main.8897f977.css +0 -2
  39. package/docs/static/kiosk/static/css/main.8897f977.css.map +0 -1
  40. package/docs/static/kiosk/static/js/main.f11fd683.js.map +0 -1
@@ -505,11 +505,11 @@
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  }
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  ],
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  "versions": {
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- "branch": "v1.12.3",
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- "tag": "v1.12.3",
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- "commits": "https://github.com/microsoft/pxt-arcade/commits/c473a19a6f719f8f78458a8c135962239964aa96",
511
- "target": "1.12.3",
512
- "pxt": "8.5.4"
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+ "branch": "v1.12.5",
509
+ "tag": "v1.12.5",
510
+ "commits": "https://github.com/microsoft/pxt-arcade/commits/17afb1c3a96bffac64c93955855f16f97c3e586a",
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+ "target": "1.12.5",
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+ "pxt": "8.5.6"
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  },
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  "blocksprj": {
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  "id": "blocksprj",
@@ -40,7 +40,7 @@ In addition we encourage:
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  Other optional elements include:
41
41
  * an accelerometer or other motion sensor (see [accelerometer](#accelerometer))
42
42
  * a vibration motor (see [vibration motor](#vibrationmotor))
43
- * a second 3.5mm stereo audio connector for headphones (see [audio](#audio))
43
+ * a 3.5mm stereo audio connector for headphones (see [audio](#audio))
44
44
  * additional flash memory
45
45
  * status LEDs (see [LEDs](#leds))
46
46
  * an electrical expansion connector to support the use of plug-in accessories and connection of external
@@ -57,27 +57,27 @@ The rest of this page is split into three main sections, each of which refers to
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57
 
58
58
  ### MCU #mcu
59
59
 
60
- MakeCode Arcade currently only targets ARM Cortex-based MCUs, and we have only tested Cortex M4F.
60
+ MakeCode Arcade currently only targets ARM Cortex-based MCUs; we have tested Cortex M4F and M0+.
61
61
 
62
62
  The Arcade display resolution and colour depth requires 160x120x4 bits for a display buffer, taking a little under 10kB.
63
63
  We need at least two sets of display data for double-buffering and the user is very likely to use two or three more for various
64
64
  sprite operations. This, together with heap fragmentation concerns, requires the hardware to have **at least 96kB of RAM**. Programs with heavy memory requirements may only run if there is more than 96kB of RAM.
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65
  In addition **512kB of flash** and a processor speed of at least **64MHz** or more are recommended.
66
66
 
67
- We currently support two hardware variants which match the above criteria:
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- * **D51** based on Microchip **ATSAMD51G19A** (Cortex M4F, 192kB of RAM, 512kB of flash, 120MHz)
67
+ We currently support the following hardware variants which match the above criteria:
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+ * **D5** based on Microchip **ATSAMD51G19A** (Cortex M4F, 192kB of RAM, 512kB of flash, 120MHz)
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69
  * **F4** (formerly F401) based on one of the ST Micro **STM32F4xx** chips:
70
- * **STM32F401xE** (Cortex M4F, 96kB of RAM, 512kB of flash, 84MHz)
71
- * **STM32F411xE** (Cortex M4F, 128kB of RAM, 512kB of flash, 96MHz)
72
- * **STM32F412xE** (Cortex M4F, 128kB of RAM, 512kB of flash, 96MHz)
73
- * **STM32F412xG** (Cortex M4F, 256kB of RAM, 1024kB of flash, 96MHz)
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+ - **STM32F401xE** (Cortex M4F, 96kB of RAM, 512kB of flash, 84MHz)
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+ - **STM32F411xE** (Cortex M4F, 128kB of RAM, 512kB of flash, 96MHz)
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+ - **STM32F412xE** (Cortex M4F, 128kB of RAM, 512kB of flash, 96MHz)
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+ - **STM32F412xG** (Cortex M4F, 256kB of RAM, 1024kB of flash, 96MHz)
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74
  * **R2** based on **RP2040** (Cortex-M0+, 264kB of RAM, typically 2048kB+ of flash, 125MHz)
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75
 
76
76
  The STM32F41x series is listed to run at 100MHz, but to support USB we need to run them at 96MHz.
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77
  We support 48 pin and larger packages. Only STM32F412 in 64 pin and larger packages support a parallel display interface,
78
78
  which is required if you want to use an ILI9341 320x240 display (see [display](#screen)).
79
79
 
80
- Additionally, we're considering adding support for the following in the future (but not in the next 6 months):
80
+ Additionally, we have experimental support for the following:
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81
  * **N4** based on Nordic **NRF52840** (Cortex M4F, 256kB of RAM, 1024kB of flash, 64MHz)
82
82
  * **N3** based on Nordic **NRF52833** (Cortex M4F, 128kB of RAM, 512kB of flash, 64MHz)
83
83
 
@@ -130,11 +130,11 @@ DISPLAY_CFG2 = 50
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130
 
131
131
  #### 320x240 based on ILI9341 via 8-bit parallel
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132
 
133
- On F4, this requires an 8 bit parallel interface because SPI at 42Mhz is unstable;
134
- int this case STM32F412RE or better is required.
133
+ On F4, this requires an 8 bit parallel interface because SPI at 42MHz is unstable;
134
+ in this case STM32F412RE or better is required.
135
135
 
136
136
  The FSMC controller on STM32F412 in 64 pin version enforces
137
- the following pin connections.
137
+ the following pin connections:
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138
 
139
139
  | Screen | Function | STM32F412RE |
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  | -------- | -------- | ------- |
@@ -171,7 +171,7 @@ DISPLAY_CFG1 = 0x0010ff
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171
  DISPLAY_CFG2 = 0x1000004
172
172
  ```
173
173
 
174
- Note that the ILI9341 have 4 configuration pins IM3, IM2, IM1, IM0.
174
+ Note that the ILI9341 has 4 configuration pins IM3, IM2, IM1, IM0.
175
175
  The following configurations are supported:
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176
 
177
177
  | IM3 | IM2 | IM1 | IM0 | Connection |
@@ -198,9 +198,9 @@ Arcade boards should have 'soft power off' rather than a physical on-off switch,
198
198
  ### Audio #audio
199
199
 
200
200
  Single channel mono audio output requires either a DAC or PWM with DMA support. The corresponding audio output from the MCU
201
- should be connected to an amplifier and an on-board sounder or speaker. A headphone jack for sound is optional, but note
202
- that this IS SEPARATE FROM the stereo jack for networking (see [multi-player communications](#jacdac). If there is an audio
203
- headphone jact it must be clearly labelled with a 'headphone' symbol so that users do not confuse it with the networking jack.
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+ should be connected to an amplifier and an on-board sounder or speaker. A headphone jack for sound is optional.
202
+ Note that we no longer use a stereo jack for networking, instead we use the purpose-built [Jacdac protocol](#jacdac) with its own connector. If there is an audio
203
+ headphone jack it must be clearly labelled with a 'headphone' symbol.
204
204
 
205
205
  ### USB connector #usb
206
206
 
@@ -209,13 +209,13 @@ mechanical solder-down tabs to provide more strength, especially for 'bare board
209
209
  add mechanical strength. We recommend adding ESD protection for the USB data lines and a zener diode
210
210
  to clamp the Vbus power line and thereby limit over-voltage transients during USB connection.
211
211
 
212
- ### Multi-player communications #jacdac
212
+ ### Multi-player communications with Jacdac #jacdac
213
213
 
214
214
  ### ~ alert
215
215
 
216
216
  #### Warning
217
217
 
218
- **Multi-player communications is under active development and it may change.
218
+ **Multi-player communication is under development.
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219
  It's fine to build prototypes, but before designing any production hardware please contact us at arcadehdw@microsoft.com.**
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220
 
221
221
  ### ~
@@ -243,20 +243,15 @@ to each respective `ACCELEROMETER_*` line as defined in the bootloader.
243
243
 
244
244
  ### Vibration motor #vibrationmotor
245
245
 
246
- An optional vibration motor can be connected. Software will keep it low during normal operation, and drive it high
247
- to activate the motor. It should be connected to the `VIBRATION` line as defined in the bootloader.
246
+ An optional vibration motor can be connected. It should be driven by the `VIBRATION` line as defined in the bootloader. Software will keep this pin low during normal operation, and drive it high to activate the motor.
248
247
 
249
248
  ### LEDs #leds
250
249
 
251
- Up to 4 LEDs can be defined. The first two can be used for Jacdac status.
250
+ Up to 4 LEDs can be defined. The first can be used for Jacdac status.
252
251
 
253
252
  ### Expansion connector #pins
254
253
 
255
- If possible, keep this separate from the `SDA`/`SCL` exposed on the header
256
- to keep the one on the header available as a general digital IO line.
257
-
258
- If pins are to be exposed, we recommend a micro:bit compatible edge-connector.
259
- The recommended pinout is being finalized.
254
+ You may wish to include some kind of expansion connector that allows users to connect their own circuitry to your Arcade board. This could be a pin header that's either fitted during production or left unpopulated for users to fit or solder to if desired. Alternatively, if a number of pins are to be exposed in an 'edge connector' style, one option is a micro:bit compatible edge-connector. Another approach is to use [Jacdac](https://aka.ms/jacdac) so that it's really easy for users to add or remove additional hardware functionality.
260
255
 
261
256
  ## Hardware design notes #hardwaredev
262
257
 
@@ -286,37 +281,38 @@ Provision must be made for commissioning boards following manufacture. Depending
286
281
  be possible to flash and test the board over USB. However, to-date we have used a debug connector
287
282
  which exposes SWD and other signals, as shown in the reference design. We use a standard 0.1" pitch
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283
  single row header footprint for this, but we do not fit a connector to the PCB. Instead we use the technique
289
- described here: [Debug connector information](/hardware/dbg).
284
+ described here: [debug connector information](/hardware/dbg).
290
285
 
291
286
  ### Pin mapping
292
287
 
293
- The reference design provides a particular pinout, but it is possible to use a different pinout.
288
+ The reference design provides a particular pinout (or pin mapping), but it is possible to use a different pinout.
294
289
  You need to put your pinout in the bootloader and flash the bootloader.
295
- Then, when you get a UF2 file from Arcade website, it will at runtime look for
296
- settings in the bootloader and use the right pins.
290
+ Then, when you get a UF2 file from the Arcade website, it will at runtime look for
291
+ settings such as the pinout in the bootloader and use the right pins.
297
292
 
298
293
  There are some restrictions on the pinout:
299
294
 
300
295
  * if using SPI screen, if needs to be on SPI pins; on F4 best use SPI1 as it may allow for faster refresh in the future
301
296
  * DISPLAY_BL should be on a pin with PWM (so we can dim it)
302
- * MENU button should be a pin which can wake the MCU up from sleep mode (on D51 it requires `EIC`; on F4 it can be any pin)
297
+ * MENU button should be a pin which can wake the MCU up from sleep mode (on D5 it requires `EIC`; on F4 it can be any pin)
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  * other buttons can be on any pin
304
- * `JACK_TX` if present needs to be on `UART_TX` pin on F4, and on PAD0 of a SERCOM with EIC on D51
305
- * `JACK_SND` if present needs to be on TIM1_CH* pin of F4 and DAC0 of D51 (PA02)
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+ * `JACK_TX` if present needs to be on `UART_TX` pin on F4, and on PAD0 of a SERCOM with EIC on D5
300
+ * `JACK_SND` if present needs to be on TIM1_CH* pin of F4 and DAC0 of D5 (PA02)
306
301
 
307
302
  ## Firmware development notes #firmwaredev
308
303
 
309
304
  ### Bootloaders #bootloaders
310
305
 
311
- There are 2 different bootloaders to support the hardware variants.
306
+ There are different bootloaders to support the hardware variants.
312
307
  These bootloaders support the [CF2 configuration data section](#cf2).
313
308
 
314
309
  * F4: https://github.com/mmoskal/uf2-stm32f
315
- * D51: https://github.com/microsoft/uf2-samdx1
310
+ * D5: https://github.com/microsoft/uf2-samdx1
311
+ * R2 (UF2 bootloader always in ROM)
316
312
 
317
313
  The following bootloaders do **not** support the [CF2 configuration data section](#cf2) yet.
318
314
 
319
- * N840: https://github.com/adafruit/Adafruit_nRF52840_Bootloader
315
+ * N4: https://github.com/adafruit/Adafruit_nRF52840_Bootloader
320
316
 
321
317
  ### Compilation
322
318
 
@@ -327,24 +323,24 @@ Then:
327
323
  * if you don't have accelerometer, remove all lines with the `ACCELEROMETER` word
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  * if you don't have vibration motor, remove the line for `PIN_VIBRATION`
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325
  * if you are not doing a pin header:
330
- * maybe you can at least leave holes for people to solder a header in?
331
- * otherwise, remove all `PIN_Dx`, and `PIN_SDA`, `PIN_SCL`, `PIN_MISO`, `PIN_MOSI`,
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+ - maybe you want to leave holes for people to solder a header in?
327
+ - otherwise, remove all `PIN_Dx`, and `PIN_SDA`, `PIN_SCL`, `PIN_MISO`, `PIN_MOSI`,
332
328
  `PIN_SCK`, `PIN_SERVO_x` entries
333
- * if you have less than 4 LEDs remove `PIN_LEDx`
329
+ * if you have fewer than 4 LEDs remove `PIN_LEDx`
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330
  * if you do not have a way to disable power to external components, remove `PIN_PWREN`
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331
  * if you don't have Jacdac, remove `PIN_JACK_*`
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  * if you don't have Jacdac power, remove `PIN_JACK_PWREN`
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333
  * if you don't have second menu button (it's not required), remove `PIN_BTN_MENU2`
338
- * if you don't have voltage divider for measuring battery level (which isn't supported yet anyway),
334
+ * if you don't have a voltage divider for measuring battery level (which isn't supported yet anyway),
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335
  remove `PIN_BATTSENSE`
340
336
 
341
337
  Once you're done with all these changes, drop the `board.h` file onto https://microsoft.github.io/uf2/patcher/.
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343
339
  This should load the config, with stuff removed.
344
- Now you can patch the config with your pin out.
340
+ Now you can patch the config with your pinout.
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341
  You should at least change `BOOTLOADER_BOARD_ID` to a new random value.
346
- Don't generate it by banging on the board or using clever hex string,
347
- just use `printf "0x%04x%04x\n" $RANDOM $RANDOM` to minimize the risk of a conflict
342
+ DO NOT generate it by banging on the board or using a clever hex string,
343
+ use `printf "0x%04x%04x\n" $RANDOM $RANDOM` to minimize the risk of a conflict
348
344
 
349
345
  If you're seeing strange effects on the display, you can try one of the following
350
346
  configs:
@@ -367,22 +363,20 @@ For the ST7735 and ILI9341 screens:
367
363
  * `CFG1` is FRMCTR1
368
364
  * the low byte of `CFG2` is the desired SPI frequency in MHz (ignored for ILI9341)
369
365
 
370
- Once you're done patching, press "Apply my patch", which will download new `board.h`.
366
+ The patching website can also remove config entries, just specify the value as `null`.
371
367
 
372
- Note that you need to use the patching website to put the right header and size
373
- in the configuration data.
368
+ Once you're done patching, select "Apply my patch", which will download new `board.h`.
374
369
 
375
- It's also possible to patch a binary file of the bootloader with new config using the
370
+ Note that you need to use the patching website to put the right header and size
371
+ in the configuration data. It's also possible to patch a binary file of the bootloader with new config using the
376
372
  same website.
377
373
 
378
- The patching website can also remove config entries, just specify the value as `null`.
379
-
380
374
  ### Bootloader protection #protection
381
375
 
382
376
  End users will typically update the bootloader by copying a special UF2 file, which
383
377
  has a user-level application that overwrites the bootloader.
384
378
 
385
- To prevent misuse of this feature (eg., one student emailing to a another a malicious UF2
379
+ To prevent misuse of this feature (eg one student emailing to a another a malicious UF2
386
380
  file which writes a non-functional bootloader), some bootloaders (currently only F4)
387
381
  implement a protection feature.
388
382
  When booting, the bootloader will check if it's write-protected (this is done by setting bits
@@ -484,7 +478,7 @@ PIN_PWREN = PC15
484
478
  PIN_VIBRATION = PC14
485
479
  ```
486
480
 
487
- #### D51 #d51
481
+ #### D5 #d5
488
482
 
489
483
  `JACK_TX` needs to be on a pin with external IRQ and `PAD0` of some SERCOM.
490
484
 
@@ -495,7 +489,7 @@ PIN_VIBRATION = PC14
495
489
  For RP2040, the application looks for CF2 section (see below) at 4kB before the end of 1MB, 2MB, 4MB, 8MB, 16MB, 32MB (that's megabytes) in the flash. It's recommended to place it at all these addresses (size of flash permitting).
496
490
  See [sample config UF2](https://github.com/microsoft/pxt-arcade/blob/master/libs/hw---rp2040/sample-config.uf2).
497
491
  Manufacturers should provide a "factory reset" UF2 which contains all these config sections, and possibly a test game.
498
- This file can be used to recover after the flash has been overwritten (eg by large files in Micropython filesystem).
492
+ This file can be used to recover after the flash has been overwritten (eg by large files in the Micropython filesystem).
499
493
 
500
494
  ### Configuration #cf2
501
495
 
@@ -17,11 +17,11 @@ Here are some cool activities to get you started with your @boardname@!
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17
  * url: https://arcade.makecode.com/hour-of-code-2022
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18
  * cardType: link
19
19
  ---
20
- * name: Save the Turkeys!
21
- * buttonLabel: Play Now
22
- * imageUrl: /static/hero-gallery/turkey.png
23
- * url: https://arcade.makecode.com/--skillmap#docs:/skillmap/turkey
24
- * cardType: link
20
+ * name: Holiday Bow Battle!
21
+ * buttonLabel: Try Now
22
+ * imageUrl: /static/hero-gallery/holiday.png
23
+ * url: /tutorials/holiday
24
+ * cardType: tutorial
25
25
  ---
26
26
  * name: How-to code a video game
27
27
  * imageUrl: /static/hero-gallery/how-to-code.png
@@ -115,7 +115,6 @@
115
115
 
116
116
 
117
117
  <script type="text/javascript">
118
-
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118
  function handleOnLoad() {
120
119
  var langPicker = document.querySelector('#langpicker');
121
120
  if (langPicker) {
@@ -133,7 +133,6 @@
133
133
  </head>
134
134
 
135
135
  <body id="root" class="root">
136
-
137
136
  <img
138
137
  class="tracking"
139
138
  src="https://code.org/api/hour/begin_microsoft_carnival.png"
@@ -171,7 +170,6 @@
171
170
  <div>Create a classic game where you can bop moles in holes</div>
172
171
  <div class="card-item-title">Difficulty: <img class="difficulty" src="static/hour-of-code/2022/chili-mole.png" alt="beginner level"> </div>
173
172
  <div class="caption">Supports multiplayer </div>
174
-
175
173
  </div>
176
174
  <div class="card"
177
175
  onClick="launchPage('https://aka.ms/balloon', 'hourofcode2022.skillmap.open.burstinBalloons')">
@@ -180,7 +178,6 @@
180
178
  <div>Code a mouse that fills your balloon as quickly as possible</div>
181
179
  <div class="card-item-title">Difficulty: <img class="difficulty" src="static/hour-of-code/2022/chili-balloon.png" alt="intermediate level"></div>
182
180
  <div class="caption">Supports multiplayer </div>
183
-
184
181
  </div>
185
182
 
186
183
  <div class="card"
@@ -189,7 +186,6 @@
189
186
  <img class="thumbnail" src="static/hour-of-code/2022/gameImg_target.png" alt="Target Blaster game screenshot">
190
187
  <div>Follow a video to learn how to launch a ball at moving targets</div>
191
188
  <div class="card-item-title">Difficulty: <img class="difficulty" src="static/hour-of-code/2022/chili-target.png" alt="advanced level"></div>
192
- <div class="caption">Supports multiplayer </div>
193
189
  </div>
194
190
 
195
191
  </div>
package/docs/kiosk.html CHANGED
@@ -1 +1 @@
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- <!doctype html><html lang="en"><head><meta charset="utf-8"/><link rel="icon" href="/static/kiosk/favicon.ico"/><meta name="viewport" content="width=device-width,initial-scale=1"/><meta name="theme-color" content="#000000"/><meta name="description" content="Web site created using create-react-app"/><link rel="apple-touch-icon" href="/static/kiosk/logo192.png"/><link rel="manifest" href="/static/kiosk/manifest.json"/><title>MakeCode Arcade Kiosk</title><script defer="defer" src="/static/kiosk/static/js/main.f11fd683.js"></script><link href="/static/kiosk/static/css/main.8897f977.css" rel="stylesheet"></head><body><noscript>You need to enable JavaScript to run this app.</noscript><div class="content"><div id="root"></div></div><div class="footer"></div></body></html>
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+ <!doctype html><html lang="en"><head><meta charset="utf-8"/><link rel="icon" href="/static/kiosk/favicon.ico"/><meta name="viewport" content="width=device-width,initial-scale=1"/><meta name="theme-color" content="#000000"/><meta name="description" content="Web site created using create-react-app"/><link rel="apple-touch-icon" href="/static/kiosk/logo192.png"/><link rel="manifest" href="/static/kiosk/manifest.json"/><title>MakeCode Arcade Kiosk</title><script defer="defer" src="/static/kiosk/static/js/main.7c9f0b91.js"></script><link href="/static/kiosk/static/css/main.b60591be.css" rel="stylesheet"></head><body><noscript>You need to enable JavaScript to run this app.</noscript><div class="content"><div id="root"></div></div><div class="footer"></div></body></html>
@@ -1,15 +1,15 @@
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  {
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  "files": {
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- "main.css": "/static/kiosk/static/css/main.8897f977.css",
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- "main.js": "/static/kiosk/static/js/main.f11fd683.js",
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+ "main.css": "/static/kiosk/static/css/main.b60591be.css",
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+ "main.js": "/static/kiosk/static/js/main.7c9f0b91.js",
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  "static/js/787.709d397d.chunk.js": "/static/kiosk/static/js/787.709d397d.chunk.js",
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  "index.html": "/static/kiosk/index.html",
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- "main.8897f977.css.map": "/static/kiosk/static/css/main.8897f977.css.map",
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- "main.f11fd683.js.map": "/static/kiosk/static/js/main.f11fd683.js.map",
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+ "main.b60591be.css.map": "/static/kiosk/static/css/main.b60591be.css.map",
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+ "main.7c9f0b91.js.map": "/static/kiosk/static/js/main.7c9f0b91.js.map",
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  "787.709d397d.chunk.js.map": "/static/kiosk/static/js/787.709d397d.chunk.js.map"
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  },
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  "entrypoints": [
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- "static/css/main.8897f977.css",
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- "static/js/main.f11fd683.js"
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+ "static/css/main.b60591be.css",
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+ "static/js/main.7c9f0b91.js"
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  ]
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  }